So I'm someone who's looking to run an OSR campaign in the future, and in general I like the retro-clone feel of "old D&D but cleaned up." However, one thing that grinds my gears about d&D in general (both OSR and 5E) is the way magic-user spells work and how stupidly "potteresque" some of them feel. I refrain from calling them "overpowered," because a magic-user should feel somewhat "overpowered". But spells like Rope Trick and Create Food and the like just seem ridiculous and counter to the sort of game world I'd like to build as a DM (High fantasy but somewhat grounded).
The sort of magic-users I'd like to see are ones with specific disciplines and spells made for a school of magic or elemental focus. So for instance, a pyromancer could call lightning and flame, have resistance to lava, etc while an aquamancer can freeze or melt water, manipulate molecules in the air "blood-bend," etc. To me that feels more "proper" than a wizard that has dominion over all elements, creates food, can turn back time, create pocket dimensions out of thin air and get the best seats at the Lakers game without paying. Even a system which just severely downplayed those kinds of spells and left in magic missile, elementalism and monster summoning would be preferable to that. I want my players to feel like Merlin, not Mister Mxyzptlk.
I've been looking at Low Fantasy Gaming as an option, but any suggestions would be great. I'd like something that's preferably cheap and/or free, easy for noob players to understand, and with magic that isn't something from a Monty Python sketch.
The thought (at least in my campaign) was that magic is a force used as a catalyst for elemental power, so if you have fire or a flame rune nearby you can create fireballs, magic missile can simply be cast by using the "force" or "ether" or whatever, etc. It's a force that can manipulate things, but cannot say, make a rabbit disappear from nothing. It manipulates, but needs catalysts to do so.
Stuff like "I'll create food from nothing," while it does have mythological roots, doesn't fit the mold of the campaign I'd personally like to run. A lot of the spells like earthquakes and stuff are things I can houserule with restrictions, but zipping in and out of dimensions and such feels a bit much. Then again, I COULD houserule just about anything, but I'm just kind of on the hunt for new rulesets in general.
Not exactly OSR but old enough to feel right.
Dragon Warriors - PDF is free and PoD is like $7 bucks from drivethru.
https://www.drivethrurpg.com/product/90926/Dragon-Warriors?term=Dragon+Warr
Hey, that's actually a good idea! Like, "infusing" grains with healing energy, fire and water runes can make porridge, etc.
I like supplements like Black Pudding that add a bunch of cool classes and add-ons for Basic/Advanced-Labyrinth Lord type games. if you are looking for more spells, magic items and monsters, I have written a blog since 2009 that has a few additional options, link in signature.
Whitehack has a free-form magic system. The GM and the player discuss what kind of spells can be cast.
This type of thing is not for everyone. But if the GM and the player are on the same page, and if they don't mind the extra work, Whitehack can deliver exactly what you are asking for.
In my take on Swords & Wizardry I have Magical Arts but I largely kept the core the same to retain compatibility. What I did to represent the different forms of magic I used when I ran the Majestic Wilderlands under Fantasy Hero and GURPS is the following.
RitualsAny spell can be cast as a 10 minute ritual provided it has been inscribed in one's spell/ritual book. There is a ritual cost of 10 sp per spell level squared. So a 3rd level ritual spells costs 90 sp to cast. I don't specify individual components. I instead have characters maintain a bag of components as a separate pool of money. For example Able the Magic User has 100 sp in his component bag and is carrying 300 sp and 2 gp in actual coins.
Different Magic User classes advance differently in terms of being able to cast higher level spells as rituals. For the original magic user, the highest spell level you can cast as a ritual is the maximum level of spell you can cast divided by 2 round down. So when you can cast 2nd level spells, you can cast 1st level spells as rituals.
I have ritual only magic user classes like the Runecaster, Artificer and Theurgists.
Rituals in combatThe ritual only casters rely on scrolls and magic items to cast spells in battle. This is by design. To date one time somebody tried to cast a ritual in combat is when we ran a mass melee using Battlesystem 1e. It was a fireball, the group was desparate, and they were successful in getting it off.
ArtsI have ten arts of magics. I have categorized all of the Swords & Wizardry Spell as belonging to one of the ten arts.
My original idea was to keep it simple and just add +1 caster level for becoming attuned to an art. For example a 7th MU attuned to the Art of the Flame would cast Fireball at 8d6 instead of 7d6. But surprisingly there is not a lot of OD&D spells that have leveled effects.
So instead I added a bonus effect to each and every spells. Generally increased area, maybe the target got a worse save, and so on. I tried to keep the impact limited to what you would expect from +1 or +2 caster level.
The standard Magic User is allowed to attune to an art at 3rd level. Clerics are attuned to the Art of Magic that represents their dieity.
VizViz is a magical substance that takes many forms. It could be a flask of pure spring water, a newly bloomed flower, or an iridescent rock. What all these items have in common is they are infused with pure magic. Viz can be used in the casting of spells or the creation of magic items.
In the Majestic Wilderlands 1 Viz is worth 100d towards the creation of a magic item. Or it can be used to cast a memorized 1st level spell without losing it from memory.
I mostly use it as a form of magical treasure. It also can be harvested from certain creatures. In my Legendarium, monster manual, I add to the standard Swords & Wizardry listing what you get when you attempt to harvest a creatures.
For example from a Hell Hound
Harvest 1 viz (fang); Hell Hound Hide 200d;
Selected SpellsI added a handful of spells that reflected important elements of how I used magic in the Wilderlands. For example Scryguard which protects a person or area from diviniation and scrying. Lesser Teleport a lower level spells where you can teleport only to a inscribed teleport circle that one has memorized.
Having it make sense Some selected excerpts
QuoteAfter the Uttermost War, the gods imprisoned the surviving demons in the Abyss. To seal the Abyss from the Wilderlands the gods created ten crystals of powers. Nine of which were set around the entrance and the tenth, the Chromatic Crystal, was used to activate them and seal the Abyss. A consequence of this was that the ambient level of mana was greatly increased. The crystals gathered the ambient mana, cycled it through their lattice to power the seal, and then released back in a concentrated form into the Wilderlands. Each of the crystals altered the mana that flowed them making them more useful to power certain spells. The original ambient mana is considered it own class known as the Art of the Forge.
QuoteMagic comes in several forms: spells, rituals, magic items, and innate abilities. Spells work through memorization of techniques that allow the caster to create a Form with their will. The Form is held within the mind until needed. The caster calls it forth and channels the local mana into the Form which creates the effect of the spell. After the effect is released both the mana and Form dissipate and the caster has to spend time to recreate the Form.
Wrapping it upThe most part I left the bulk of D&D magic and spell alone in terms of mechanics. It makes it easier to use my material with other classic D&D adventures and supplements. And it makes it easier to omit it if one does't like that aspect of my rules.
In terms of roleplaying and "fiddling" with magic my Swords & Wizardry campaigns have been every bits a rich as the Fantasy Hero and GURPS campaigns I ran. The difference is that rather being built from a toolkit, the various elements stand on their own mechanically designed to be consistent what I established about magic.
It also make it easier to tweak the mechanical balance based on the results of actual play. Less moving parts to mess around with. To date most of what I needed to do was handled in my treasure distribution rules and economic rules (I have Magic Shops).
Arcane Spells (https://drive.google.com/file/d/1b7MALVlHHA4YzXCi3FM6EkSTNLwpD34U/view?usp=sharing)
Cleric Spells (https://drive.google.com/file/d/19uLW-Glsxt4MYS14r0v14Ey5TFi4d-ou/view?usp=sharing)
Since I was touching each spells while writing I changed some of the descriptions to reflect my rulings. And to reflect my use of D&D 5e Advantage/Disadvantage mechanic in lieu of hard bonuses and penalties.
I did release a basic summary of the larger system
The Majestic Fantasy Basic Rules. (http://www.batintheattic.com/downloads/MW%20Majestic%20Fantasy%20Basic%20RPG%20Rev%2008.pdf)
Quote from: MJAshwood;1114370So I'm someone who's looking to run an OSR campaign in the future, and in general I like the retro-clone feel of "old D&D but cleaned up." However, one thing that grinds my gears about d&D in general (both OSR and 5E) is the way magic-user spells work and how stupidly "potteresque" some of them feel. I refrain from calling them "overpowered," because a magic-user should feel somewhat "overpowered". But spells like Rope Trick and Create Food and the like just seem ridiculous and counter to the sort of game world I'd like to build as a DM (High fantasy but somewhat grounded).
The sort of magic-users I'd like to see are ones with specific disciplines and spells made for a school of magic or elemental focus. So for instance, a pyromancer could call lightning and flame, have resistance to lava, etc while an aquamancer can freeze or melt water, manipulate molecules in the air "blood-bend," etc. To me that feels more "proper" than a wizard that has dominion over all elements, creates food, can turn back time, create pocket dimensions out of thin air and get the best seats at the Lakers game without paying. Even a system which just severely downplayed those kinds of spells and left in magic missile, elementalism and monster summoning would be preferable to that. I want my players to feel like Merlin, not Mister Mxyzptlk.
I've been looking at Low Fantasy Gaming as an option, but any suggestions would be great. I'd like something that's preferably cheap and/or free, easy for noob players to understand, and with magic that isn't something from a Monty Python sketch.
Low Fantasy Gaming is great!
My own game, Dark Fantasy Basic (https://www.drivethrurpg.com/product/229046/Dark-Fantasy-Basic--Players-Guide), treats magic differently from other OSR systems.
Each spell "costs" a feat, so a magic-user will have fewer spells. There are only 20 spell in the game, and they are all flexible.
Here is the deal, if you're interested (I'll post the text since the images don't seem to be working that well):
[ATTACH=CONFIG]3995[/ATTACH]
[ATTACH=CONFIG]3996[/ATTACH]
3. Spellcasting
A spell is a way of bending reality in accordance to
one's desires. Anyone can learn spells, but they are very
dangerous to use, especially to those who don't have the
Spellcasting skill.
Casting a spell requires a spellcasting check with either
Intelligence (for magic-user spells) or Wisdom (for cleric
spells). The DC is defined by the spell's level: 10 + (spell level
x2), according to the table below.
Memorizing a spell requires spending a feat; it then
becomes a part of the character and can be used freely. In
any case, the spell must first be found through adventuring
(see the next page).
Level 0 spells are called "cantrips" and, unless they are cast
against a foe, require no dice rolls (and can be cast as bonus
actions). Unless the spell says otherwise, the effects of a
cantrip are up to the GM and should be very minor. For
example, a magic-user that has memorized Fireball can
light a torch instantaneously.
Anyone can cast spells if they have a grimoire or scroll (see below).
Spell Level Spell DC Spell Power
0 10 1
1 12 2
2 14 4
3 16 8
4 18 16
5 20 32
6 22 64
7 24 128
8 26 250
9 28 500
The spell's level is chosen freely by the spellcaster upon
use, regardless of character level. A level 3 magic-user can
cast a level 7 spell, for example, although that might be
dangerous.
All spell effects are based on spell level, not caster level.
For example, some spells cause "1d6 damage/level". This
means a fifth level spell would cause 5d6 damage. Some
spells get exponentially stronger with level; for example, a
spell could teleport the spellcaster "up to Spell Power in
feet", meaning a sixth level spell would allow the magician
to transport himself across 64 feet.
Characters need to have at least one free hand to cast a
spell. They must also be able to speak. Encumbrance affects
Spellcasting negatively.
The range and duration of each spell are described after
their names.
Spell saving throws
Any unwilling target of a spell may make a saving throw to
avoid some or all of its effects. Unless otherwise stated, a
successful save avoids all effects. The DC is equal to the
spellcaster's roll, regardless of spell level.
Example: A cleric casts a 3rd level spell (DC 16) against
a creature. She rolls the dice, gets 21, and succeeds. The
creature's saving throw DC is 21.
Only the spells that affect the target directly can be resisted
this way. A character hit with a magical sword, for example,
or attacked by a summoned bear gets no saving throw
against the spell.
Spell mishaps
Failing a spell check can be dangerous. A simple failure
costs the spellcaster 1 hit point per spell level. A fumble
causes other dire consequences in addition to this loss; this
is called a spell mishap. The effects of a spell mishap must
be previously agreed upon with the GM. As a standard rule,
use the effects below.
A magic-user has the spell completely wiped from his or
her memory and cannot cast it again until he or she spends
1d4+spell level hours in study and meditation in order to
relearn the spell. Magic-users must carry spell books ($100,
weight 1/3) around for this purpose – they start with a
"free" book for each spell they have.
If the spellcaster is a cleric, his or her deity is displeased
with the PC's hubris, and the PC is unable to recover the
spell before spending 1d4+spell level hours in prayer. They
need a holy symbol to do so. Afterward, the cleric must
complete a simple task (such as fasting until taking 1 point
of Constitution damage) or risk angering his or her deity
(GM's call). Clerics of evil deities often perform sacrifices
instead!
A second fumble before the spellcaster recovers from the
first one (when trying to cast another spell, for example),
causes a spell catastrophe. The exact effects are up to the
GM, but possibilities might include the inability to cast
spells until a greater quest is fulfilled, the summoning of a
great demon, the destruction of all the party's items or the
building they are in, etc.
A fumble caused by someone that hadn't memorized the
spell can always cause a spell catastrophe (GM's call).
Acquiring and Changing Spells
Each class has its own of acquiring new spells. Spells must
be found through adventuring before the PC can use a feat
in order to memorize them. Most spells are learned through
deities, patrons or spell books.
Deities and Patrons
Clerics learn their spells from divine inspiration, after many
days of prayer and meditation. Ordinarily, all spells that
are in line with his or her deities' domain are available, but
sometimes a quest will be demanded in order to learn a
new spell.
Not all gods are that kind. Casters that worship evil and
chaotic deities will sometimes trade dark services and
sacrifices for spells.
Even magic-users can learn spell from patrons – gods,
demons, dragons and other supernatural beings. While
many require faith and worship, others prefer offering deals,
instead. As a general rule, lawful beings will often require
loyalty and adherence to the higher laws (i.e., the cleric
must act righteously in order to acquire new spells), while
most chaotic beings are more flexible in their demands.
Forsaken casters still keep the spells they learned before
falling out of grace, and can find new patrons and deities
(although most Lawful deities will eschew such characters).
Spell books & scrolls
Magic-users often learn their spells by searching and
studying ancient grimoires and lost volumes of forgotten
lore… or by stealing them from their rivals.
Magic-users must keep spell books ("grimoires") in order
to recuperate spells after a spell mishap. These books are
dangerous and jealously guarded. Anyone who studies a
grimoire for 1d6 hours has advantage in spell saving throws
against the author, and can cast any spells from the book
(with disadvantage) while reading it.
Repeated casting (1d6+3 times) will make the user memorize
it (and thus spend a feat). There is no choice – spells have a
way to invade people's minds. The spells are still cast with
disadvantage until the caster spends 2d6 hours copying the
manuscript in order to create his or her version of the spell.
Scrolls are like grimoires, but they contain a single spell of
a predetermined level and are destroyed after one use. It
costs the wizard $100 times spell power to create a scroll,
and it weights 1/3 unit per spell level.
Accumulating spells
When a spell is cast, some of the caster's energy is tied to it
for the duration of the spell. The caster can automatically
end the spell's effect at any time. Otherwise, the caster
suffers a penalty equal to spell level in order to cast new
spells. For example, if a magic-user wants to cast a fireball
while maintaining a level 3 spell, he or she takes a -3 penalty
while casting the fireball.
Instantaneous spells do not cause this effect.
Changing spells
The GM is encouraged to let spellcasters use their spells
in creative ways and make small alterations on the fly. For
example, you can use Portal to snatch an object from the
other side of the room moving only your hand, or create
a single tentacle with Black Tentacles. Bigger alterations
might cause penalties to the roll. The exact mechanics are
up to the GM.
Ritual Spells
Ritual spells allow the spellcaster to produce results that
are exponentially more powerful, but the costs in time
in resources also rise exponentially, and it might require
specific moments (when the stars are right, etc.), difficult
quests or rare materials. There are no predetermined
rituals; the specifics of each single ritual must be negotiated
with the GM.
Some examples:
Cleric Spells
Cleric spells are rolled with the Spellcasting skill and
Wisdom modifier.
Healing (touch, permanent)
You heal a creature of 1d8 hit points or 1 point of
Constitution damage per spell level. Curing poison
or disease is also possible; spell level is 3 (or more for
particularly gruesome cases). A level 6 spell cures
petrification or similar effects.
Each subsequent healing spell cast at the same creature
in the same day receives a cumulative -1 penalty (-2 for
the third casting, etc.).
Circle of Protection (touch, 10 minutes/level)
The target is surrounded by a circle of protection,
adding +1 per spell level to the target's saving throws
and AC when dealing with supernatural attacks (spells,
etc.) and any attacks from supernatural creatures of
Chaotic alignment (undead, demons, etc.) or creatures
from other planes.
Detect (self, 10 minutes)
You can sense the presence of dangers and supernatural
things. Choose what you want to detect: magic, poison
(including poisonous creatures), traps, invisible beings,
blessed/cursed objects, or supernatural creatures
(undead, fey, aberrations, etc.). While the spell lasts,
you can locate and roughly identify it (i.e., general
information: "he has fey ancestry", "there seems to be
fire magic in this sword", "there is a trap in this chest")
within 10 feet per spell level. This spell ignores most
doors and walls, but not thick metal, stone, or more than
three feet of wood or earth.
Light (touch, 1 day/level)
You touch an object, making it shed a light, similarly to a
torch's. If you keep holding the object, treat this spell as
level 0, and it lasts indefinitely; otherwise, the duration
is one day per spell level.
Alternatively, you can create a beam of light into a
creature's eyes (level 3 spell). If the creature fails a saving
throw, it is blinded for one minute.
Resist Elements (touch, 1 hour/level)
A creature you touch is protected from the detrimental
effects of heat, fire, cold, etc., adding +1 per spell level to
saving throws against such hazards (whether natural or
magical), for one hour.
Dispel Magic (120 feet, permanent)
You can undo a spell created by someone else. The spell
level is the same for both spells, but in order to succeed,
your roll must also equal or surpass the original caster's
roll.
Alternatively, you can use your reaction to stop another
caster's spell, in the same way. The GM may rule the
original spell turns against the spellcaster if you get a
critical hit.
Magic is an extremely important element to define in a fantasy campaign.
The total D&D magic list doesn't belong in every campaign. And the same goes for classes and races. There is no reason a GM must include the entire kitchen sink in their custom world.
My suggestion to the OP is find whatever OSR system you like and HACK THE FUCK OUT OF IT until you have what you desire.
That's the Old School way.