Post by korgoth on Jan 12, 2008 12:03:51 GMT -6
I was recently experimenting with rewriting OD&D magic for my still in development campaign... unfortunately I have decided to redo a number of aspects of the campaign (essentially, even though it is set millions of years in the future and therefore could support practically anything, I've decided that I'm tired of elves, orcs and whatnot and I'm just going to make it a whole hog "weird sci-fantasy" setting).
To do this, I decided to borrow the approach of EPT. The class is called "Magician" and it gets 1 special ability per level up to 10th, which is the cap I'm setting for the game. Some of the specials you will recognize from EPT, others from existing spells:
1 - gain two languages; 2 - Control Self (bodily control)
3 - Cure Light Wounds; 4 - Light; 5 - Telekinesis
6 - Remove Curse; 7 - Control Animal; 8 - Research
9 - Create Magic Item; 10 - "Specialist"
Specialists:
1 - Diviner: Clairaudience and Clairvoyance
2 - Enchanter: Charm Person and Charm Monster
3 - Healer: Cure Serious Wounds x2
4 - Illusionist: Phantasmal Force and Hallucinatory Terrain
5 - Medium: Speak w/ Dead and ESP
6 - Necromancer: Animate Dead and "Lichdom" (new spell)
Each of these powers may be used once per day. In addition, there are 3 "Circles" (the 1st, 2nd and 3rd) of magic (20 each). These spells, analogous to EPT's "bonus spells", are gained in a progression starting at level 2. The 1st Circle are mostly 1st-2nd level, etc., although there are some switches: Sleep is a 2nd Circle spell (I'm sick of that one, too!), Cause Disease is a 1st Circle, etc. Each of these is also useable once per day.
It may be evident, then, that a 1st level Magician has no spells! Since the only other class I will be allowing (under this regime, assuming I don't change my mind again!) is Fighting Man, this is not entirely useless. The Magician gains those extra languages (and I'm more stingy with languages... 1 bonus with INT 15+, one or two more depending on your background profession and INT)... scrolls and some magic devices can only be used if you read the language they are written in! So a 1st level Magician can not only (hopefully) read important inscriptions in the Megadungeon, he is the only one who can use most of the magical items (some of which are really tech items).
Anyway, there are a few more details but that's the skeleton of the class. If I require people to roll randomly for their bonus spells acquired (which I'm almost sure to do) there will be some wide fluctuations in innate power. But overall, I think 1 or 2 Magicians would be useful (though perhaps not absolutely necessary) in expeditions into the Megadungeon, since they can do much that Fighting Men cannot (since I don't plan on using Thieves, Fighting Men will be able to do most of that stuff as well, with hefty penalties if wearing metal armor, which makes it hard to sneak around).
To do this, I decided to borrow the approach of EPT. The class is called "Magician" and it gets 1 special ability per level up to 10th, which is the cap I'm setting for the game. Some of the specials you will recognize from EPT, others from existing spells:
1 - gain two languages; 2 - Control Self (bodily control)
3 - Cure Light Wounds; 4 - Light; 5 - Telekinesis
6 - Remove Curse; 7 - Control Animal; 8 - Research
9 - Create Magic Item; 10 - "Specialist"
Specialists:
1 - Diviner: Clairaudience and Clairvoyance
2 - Enchanter: Charm Person and Charm Monster
3 - Healer: Cure Serious Wounds x2
4 - Illusionist: Phantasmal Force and Hallucinatory Terrain
5 - Medium: Speak w/ Dead and ESP
6 - Necromancer: Animate Dead and "Lichdom" (new spell)
Each of these powers may be used once per day. In addition, there are 3 "Circles" (the 1st, 2nd and 3rd) of magic (20 each). These spells, analogous to EPT's "bonus spells", are gained in a progression starting at level 2. The 1st Circle are mostly 1st-2nd level, etc., although there are some switches: Sleep is a 2nd Circle spell (I'm sick of that one, too!), Cause Disease is a 1st Circle, etc. Each of these is also useable once per day.
It may be evident, then, that a 1st level Magician has no spells! Since the only other class I will be allowing (under this regime, assuming I don't change my mind again!) is Fighting Man, this is not entirely useless. The Magician gains those extra languages (and I'm more stingy with languages... 1 bonus with INT 15+, one or two more depending on your background profession and INT)... scrolls and some magic devices can only be used if you read the language they are written in! So a 1st level Magician can not only (hopefully) read important inscriptions in the Megadungeon, he is the only one who can use most of the magical items (some of which are really tech items).
Anyway, there are a few more details but that's the skeleton of the class. If I require people to roll randomly for their bonus spells acquired (which I'm almost sure to do) there will be some wide fluctuations in innate power. But overall, I think 1 or 2 Magicians would be useful (though perhaps not absolutely necessary) in expeditions into the Megadungeon, since they can do much that Fighting Men cannot (since I don't plan on using Thieves, Fighting Men will be able to do most of that stuff as well, with hefty penalties if wearing metal armor, which makes it hard to sneak around).