The Laws Of Magic Part VI – Magical Symbols

For those looking to read in order…

Which leaves Symbols.

Like the other laws of magic, Symbols are rooted deep in the human mind. Unlike most of the other “laws of magic” their “power” has some basis in reality, even beyond the fact that words are symbols and form the basis of culture and most abstract thought.

A wise master of symbols might be able to guide a tribe safely across a stretch of wildness where he or she had never been. They could hear the words of the dead. They could reveal the acts of the gods and the secrets of creation. They could erect great castles and mighty works of art. They could see into the past, gain insights into the future, and perform a thousand other mighty deeds, for the power of magical symbols was theirs.

Today that power is actually all too common. We’d call it Reading Trail-sign, or Reading a Book, or Studying Sacred Texts, or Basic Engineering, or Checking Records, or Architecture, or Naturalism / Recording Natural Cycles, or Mathematics, or Statistics, or by any of a thousand other names – but the power of manipulating symbols is undeniable.

Yet back in the ancient days, when the lore of symbols remained unknown to most… when a man or woman could examine a few bits of dried and marked-up hide carried from a distant city and – by some mysterious art – learn of what was going on there, or craft symbols that could be carried by pretty much anyone to summon forth an inquisitor or even the kingdom’s army… what else was an observer to do but call it magic? And it was magic that observably WORKED. It wasn’t subtle influences, it was POWER.

Are those symbols ancient, inherited from a prior civilization, mysterious, impressive-looking, or just really obscure? People tend to value things according to how difficult they were to acquire and how important they look – so all those things obviously make a given symbol more powerful. After all, Runes are basically just an alphabet – but they pop up in all kinds of movies, novels, and other works as having mysterious powers. Would it be anywhere near as interesting to you if they were talking about the letter “B”?

Even today, the notion that writing something gives it power has a deep grip on the human mind. How many times have you heard the phrase “It Is Written”? Simply seeing something in print tends to give it weight and credibility. Thus the original distinction between Slander and Libel. Because writing it down somehow made it worse.

Science fiction is not immune. It is filled with incomprehensible symbols that drive men mad, Basilisk Images that kill when beheld, semantic sciences that manipulate the mind, the arts of the Bene Gesserit, and more. Why is “a picture worth a thousand words”? It is because – for humans – what you HEAR means less than what you SEE. Things sneak, other humans lie, and sounds echo – but SEEING is BELIEVING.

Incantations? Symbols. Mystic Gestures? Symbols. Names? Symbols. Runes, Glyphs, Heiroglyphs, Sigils, Witch-Marks, Emblems, Magic Circles… even most Physical Props, such as Staves (emblems of authority) and Wands (pointing sticks) are all basically Symbols or combinations of Symbols. .

The thing about symbols is that the nonverbal ones tend to be semi-permanent. Magic Circles work until they’re broken. Placing runes on a sword will empower it until they are worn smooth. That giant cross will repel vampires so long as it stands. Everyone KNOWS that’s true. After all… that brand of Servitude well may last for the rest of a slaves life – and will still affect his or her life long after he or she goes free. Don’t we feel that engagement rings and gifts of chocolate and roses mean more than “here’s a simple bit of material goods”?

In the Laws Of Magic… Symbols are raw power, condensed, distilled, and bound. The (more or less interchangeable) symbol/emblem/name of a Power is one of it’s Correspondences. Thanks to basic Sympathy and Correspondence, it to some extent IS the Power, for the name is the thing. By the Doctrine Of Signatures, knowledge and study of it reveals some of the nature and potentials of that power. By Synchronicity when that power is involved in your life, you will see it everywhere. By Karma you draw it’s notice and concern as it draws yours – if you are willing to pay the price. By Personification it allows you to relate to that Power – and by Purification of other influences you may allow that Power to dominate parts of the world.

Even in modern productions – movies, anime, comics, and television programs… the symbols of magic are inlaid in jewelry, woven into cloth, tattooed on the skin, or simply flare into existence as the magic is invoked.

This “law of magic” generally doesn’t need a lot of work to get into a game. Your players will probably never question why powerful tomes of magic are written in strange symbols and ancient tongues, or why translations never work properly, or why mystic jewelry and blades are inscribed with exotic “runes of power”, or why summoning creatures calls for magic circles, or why casting spells often calls for complex gestures, or any of a thousand other details. Pretty much every potential player is fully aware that that is how magic “normally works” – and so the vast majority of games and gaming material adhere to those ideas as well.

If you want it to play a more prominent role in the game, however, there have to be limitations. Otherwise the party mage will simply start putting symbols on everything – and that will drown your setting in a sea of magic, just as it would make a mess out of Buffy The Vampire Slayer if everyone in Sunnydale wore half a dozen crosses and light body armor and carried super-soakers filled with holy water everywhere they went.

Given the permanent, or at least semi-permanent, nature of symbol magic, that can be tough to arrange – and you can’t make it ineffectual or no one will want to bother with Symbols in the first place, which defeats the point of trying to make them more prominent. So perhaps you’ll want to apply one or more of the following…

1) Symbols must be empowered again after a relatively brief period of use,, or be periodically purified, or lose their magic to daily wear-and-tear – and while there may be methods to extend their lifespans, or to maintain more of them, such methods are quite limited. Any given magus can support only a limited number of Symbols at a time.

2) Symbols clash with each other. Any given individual can only support a limited number, or perhaps one greater, one intermediate, and one lesser Symbol. Or must bond each symbol to one of their Chakra. Or whatever. Regardless of the exact reason, any given character can only use a few Symbols at a time.

3) Symbols are horribly expensive to craft, calling for rare ingredients and great skill. Characters will only be able to afford a few of them – although this has the unwelcome side effect of causing characters to hoard money and to try to break the game to get more.

4) Symbols must be supported by the will, prayers, or dedication of many people, or by powerful spirits, or whatever. A great city might thus be able to empower a dozen Symbols for it’s greatest champions. A village might support one Symbol for a local hero, Perhaps the Spirits of Light and / or the Righteous Dead can support a few to empower noble paladins and holy men – or perhaps true heroes are supported by the populace they protect while the villains must offer sacrifices to the powers of darkness to get those infernal entities to empower their Symbols.

5) Symbols are empowered in part by personal sacrifice. Perhaps mages are not naturally weak and frail, but supporting the devices they craft makes them so. Perhaps they must accept strange geasa, or give up their shadows, or yield points from their attributes. Whatever they give up… it is difficult or impossible to reclaim without destroying the Symbol.

6) Symbols are empowered by quests, legends, and mighty deeds. As you adventure and accomplish those deeds you will gradually earn the ability to use more Symbols.

7) Symbols draw on a limited pool of power, The more Symbols you bear, the less powerful each of them becomes.

There are other, if usually more complicated, methods of course – but various combinations of limits on based on Symbol creation, duration, number, power, cost, user accomplishments, user commitments, and various forms of expenses should cover most of them.

The Laws Of Magic Part V – Narrative and Naming

For those looking to read in order…

From behind them suddenly, closer than they imagined, they could hear the roar of Humperdinck: “Stop them! Cut them off!” They were, admittedly, startled, but there was no reason for worry: they were on the fastest horses in the kingdom, and the lead was already theirs.

However, this was before Inigo’s wound reopened; and Westley relapsed again; and Fezzik took the wrong turn; and Buttercup’s horse threw a shoe. And the night behind them was filled with the crescendoing sound of pursuit. . . .

-The Princess Bride

Destiny” has come up before, under Synchronicity, where it creates coincidences in accord with mysterious influences and the currents of fate. The tottering Empire which has set itself against the course of history WILL fall before one set of opponents or another. Sooner or later, the dikes or levees will fail and the floods WILL come. Eventually even the most fortunate gambler WILL lose. That’s “Destiny” of a sort – but it’s Actuarial Table Destiny. It will happen sooner or later – but any individual case may come up almost immediately or it may beat the odds for quite some time.

This isn’t that kind of Destiny. Magic sometimes uses the same word for wildly differing ideas – and what we’re talking about here is what might be more properly called Narrative Destiny. It’s not the sum of probabilities and influences on the world; it’s the force which says that the magic ponies WILL defeat the monster of the week because that is how the story goes.

Reality doesn’t have neat beginnings and endings. People rarely really get what they deserve, the causes of events go back perpetually and the consequences go on and on. People spin cages of words to turn what are basically-chaotic series of events into stories; but – in reality – stories don’t exist “in the wild”. They’re just a way for people to organize their perceptions, experiences, and acquired information. Two people can look at the same events and describe them vastly differently, right down to drawing entirely different conclusions from them.

In magic, however, Narrative Destiny is a major force. It’s the power that turns a mixture of randomness, influences, mistakes, and the accumulative effects of hundreds of people and factions pursuing their own goals in a mixture of erroneous and calculated ways, into a grand sweep of history – a coherent narrative with conventions that have the force of natural laws. And while magic can bend those rules, just as it can let you fly in despite of gravity… there is always a price to twisting the course of events away from their well-worn channel. Thus Narrative Destiny leads some people through near-inevitable sequences of events while others subvert its dictates, achieving goals that should have been utterly impossible in despite of the vast forces arrayed against them.

Narrative Destiny runs on cliches, tropes, and proverbs. It’s what enforces the conventions of stories. It’s the source of all those examples you find on TVTropes – and it’s another “force” that sneaks into almost every game pretty much unnoticed simply because most game masters try to have a bit more background and depth to things beyond “A bunch of people got together and started killing things and smashing stuff. They got away with this because they mostly did it out in the anarchic areas until they were so good at it as to be mostly unstoppable. Eventually they got bored because they’d smashed pretty much everything they thought needed smashing. Then we started a new campaign”. Game settings are filled with narrative conventions because they’re products of human minds – and that’s one of the major ways in which human minds organize their worldviews.

In RPG’s the prevalence of this form of magic marks a major division between game styles.

  1. A lot of games take a “realistic” approach; if you want to stick a knife into someone, and you can hide your intentions, sneak up on them, and stab them in the back, you’re more likely to succeed. That’s pragmatic, sensible, and – by most standards – pretty reasonable (if perhaps a little dull). Still, there is something to be said for scheming and trying to cleverly take advantage of every opportunity. It’s not all that exciting, but it can be very satisfying if you don’t mind the players constantly looking for ways to boost their odds instead of getting on with things.
  2. Other games may give you a small bonus for adding a bit more description and/or a small penalty for being boring. So you note the faint breeze which flutters the curtains, the anger which drives the attack, and the moment of focus as the attacker strikes – making the story inherent to the game and letting it influence the setting. Now it’s annoying when people get inconsistent about adding details, but as long as there’s some self-restraint amongst the players, this approach can add a lot of details and atmosphere if you don’t mind having to do a lot of on-the-fly adaption.
  3. In a few, announcing that you’re going to run at your target screaming your battle cry, vault over their head off a convenient rock, somersault in the air, stab them in the back to reverse your spin, and land on your feet will get you a bonus rather than reducing your chance of success. That’s dramatic, and stylish – if not genuinely exciting since there’s no actual gamble involved – but it really annoys the players who have a practical streak and are trying to be clever unless there’s some serious cost involved in bending the world to your will that way.

In terms of Narrative Destiny… the first option mostly ignores it just as the real world does. The fact that you’re a handsome prince trying to rescue your true love has little or nothing to do with your success of failure. That’s up to your skills, abilities, decisions, and chance. The second lets the world bend a bit to accommodate your narrative, but strictly caps how far it can go; you can bend the primary story to incorporate your personal one, but only so far. For the third option, there are few limits: the world bends to drama more than it does to mere physics and the “story” is likely to be whatever the characters say it is.

Honestly, there is no simple way of satisfying everyone here. Most game systems tend towards one of those three options – in part because option one is easiest to write rules for, option two tends to be a bit informal, usually operates on the social level, and is generally seen as “metagamey” (it does work well in rules-lite systems though), and option three really annoys the players who aren’t good at verbal dramatics and want firm rules to work with. Trying to write rules that can accommodate all three styles is possible – it’s the approach I took in Eclipse and there are various articles up about how to build characters who can influence the narrative and/or pull off insane stunts at the cost of not having those character points to spend on other things – but accommodating all those options requires either a really loose system (annoying one set of players) or a very complicated rules system (causing a lot of players to opt for games that aren’t so much work to make characters for).

Personally, I usually go for the complicated rules – even if that means I have to help a lot of the players make their characters – and option two. Letting the players add some details works just fine for me.

The simplest way to add this law of magic to a game more actively (without going entirely overboard) is to give characters some bonuses for citing and adhering to an appropriate literary trope. If the character is cluelessly noble and pure at heart, perhaps it does give them strength. An oath really does let someone surpass normal limits to fulfill it. True Love will cure anything. A blow stricken in vengeance is far more grievous than an apparently-identical blow stuck in doubt. That’s what the Fate Point rules in Runecards were about.

Naming is closely related to Narrative Destiny. After all… that random sword is just a sword, and could be replaced by any of thousands of very similar swords without changing anything much at all. Sure, there may be hundreds of trivial variations, but your game of choices equipment list and mechanics generally do not care about the makers mark, or the pattern of the steel, or whether or not the blade has an engraving of a creature on it, or the color of the pommel. A “short sword” is pretty much a “short sword” – unless, perhaps, a full-blown system of correspondences is in use. But even if one is, those correspondences will still be just a handful of discriptives hung on the basic “short sword” chasse.

Now “Sting” may have been pretty much a short sword or combat knife at base – but it was an elven-blade forged by a Noldor master-smith before the fall of Gondolin. It penetrated the skin of trolls, cut webs easily, and glowed in the presence of certain monsters. It may not have been all that powerful a magical blade – but it became a singular part of it’s bearer’s legend when it was NAMED.

In magic, names have POWER. A things name is a link to it, a way to draw on it’s power and authority. Have you ever heard the phrase “Stop in the name of the Law!”? What is it that makes that a phrase of power and authority? It’s personifying the “Law!” as an abstract entity of power that lends it’s authority to those who invoke it. “Halt! Police!” just isn’t quite the same somehow.

To give something a name… is to make it unique, to give it importance in the great tapestry of the universe, and so to give it power. As named items are woven into tales and become parts of great events, their power grows. A magician may inscribe a blade with potent runes, it may absorb a part of the power of a mighty foe as it is plunged into their heart, it may be blessed by the queen of the fey… but to some extent they are only giving expression to the power of the deeds that it has participated in.

Names grow. That sword may have started out a casual name such as “Taurin’s Sword” – but if Tuarin becomes a hero, it will soon be “The Blade Of Taurin”. Not too long after that, it might become the “Bane Of Ugarth” (a great troll that it was used to kill). Perhaps one day after that… it will be Straithbeor (“Demon Slayer”, the sword Taurin used to slay many demons during the overthrow of a dark empire), the Bane Of Ugarth, Blade Of The Mighty Taurin, King Of Umbria”. If it gets lost, it might be found again – and once it’s new owner learns it’s history, and shows himself or herself worthy, he or she can draw upon it’s power. If it is broken… reforging it will require a mighty quest, a great deed, or mighty magical ingredients – but once it is done, it will add “The Sword That Was Broken” to it’s name and the reforging will become simply another power-granting component of the weapons ever-growing legend. That’s why the Legendarium skill was written to work that way and why most of the sample Relics in Eclipse II have their own unique histories.

Games vary on this a lot. A very few – Earthdawn, some Arthurian games, and a few more – treat naming as a very big deal indeed. Most others really don’t pay much attention to it. The problem is that named items require their own legends and are generally unique and individual – which means that the game either has to have a specific setting and mountains of source material or the poor game master is going to have to put in an incredible amount of work creating treasures for both the PC’s AND the NPC’s. Thus most games have a list of generic equipment and items that can be readily traded around. Many even have random treasure tables. They may also have a list of unique and powerful artifacts, but it’s up to the game master whether or not to bring such a thing into play and to work it into the plot if he or she does.

Given that inherent problem… This one pretty much has to stay optional. You can set up a subsystem to handle it for those players who want to experiment with it and add some flavor to things (like Create Relic in Eclipse and the Sample Relics in Eclipse II or the aforementioned Legendarium skill), and introduce the occasional unique artifact / plot element – but unless you run a game where magical devices are simply terribly rare, precious, and almost impossible to create, you won’t have time to customize everything.

Laws Of Magic Part IV – Purification and Personification

For those looking to read in order…

And now for Part IV – Purification and Animism / Personification

In “real” traditional magic Purification is a vital prerequisite for any major working. After all… since everything is connected, and there are all sorts of influences and correspondences everywhere, the first step in any major working (that’s anything that isn’t purely reliant on your personal power like “psychic” abilities and petty cantrips) pretty much has to be to clear away all of the magical influences that you don’t want getting involved. Otherwise… you’ll be incorporating all kinds of random influences into your magic. So the first step in anything major is to set up a magic circle or ward to keep outside influences out of your working – and the second is to cleanse your ritual area of any influences that are already present. The third, of course, is to specifically invite, summon, or add those influences you do want present. These days this is usually known as Casting The Circle.

Only then do you actually start in on what you want to do. Otherwise you’re risking having your working go wildly out of control and causing god-only-knows-what to happen. Classically, working without purification was risking much more than your mere life.

In legends and literature, purification is mostly a matter of personal purification. After all, having your characters stop to conduct various purification rituals before they do anything every little bit gets boring very, VERY, fast – and even entirely mortal (super-) heroes are generally capable of doing the impossible ten times before breakfast anyway. Why shouldn’t they get away with skipping the dull bits here too?

Conventionally, when it comes to personal purity in legends and literature…

  • “White” wizards are likely to have to refrain from sexual activity and/or most personal emotional relationships, or avoid certain foods, or follow strict rules to avoid “sin”, or take ritual baths (or possibly never bathe so as to avoid dissipating their personal energies), or spend time in a sweat lodge, or dance and chant, or any of a hundred other methods. In most such cases, the potency of their magic relies on how pure they are, although failure chances and such do show up in some cases.
  • “Black” mages tend to offload their need for purity on other people – which is why they’re big on virgin’s blood, child sacrifices, and stealing the power of untainted magical nexi and items. Thus they weaken and corrupt the sources they draw on – which they care little about because they tend to throw them away as they weaken and grab new sources of power. Black Magic thus inherently taints and corrupts both the area around the user and the sources of magic he or she draws upon.
  • Elementalists, “Nature Mages”, or “Priests” tend to just bind themselves to a particular source or type of power (and usually one they have a natural affinity for at that) or two – thus making it relatively easy to remain “pure” by not interacting with other kinds of magic. All those systems of freeform magic that only apply to particular fields probably work like this.

Which is at least one way in which the (rather boring) traditional generic ritualist – who can try to do almost anything at all given sufficient time in which to work – turns into the familiar specialist-in-a-field / “elementalist” / “necromancer” / whatever role-playing-game quick spellcaster who can keep up with the action but has a strictly limited variety and supply of spells.

Purification is even less important in most RPG’s though, simply because in such games most spells are preset, as with Amber’s “Hung” spells, d20’s “Prepared” spells, or World Tree’s “Grafted” spells. When the effects are set down in the game rules, active purification usually falls by the wayside. Why bother when that fireball wand is essentially every bit as “mechanical” as a grenade launcher?

With systems like that… if you needed to purify yourself, you presumably did it while you were getting your spells ready to go. Once a spell is hung, assembled, or grafted, it is pretty much independent of outside influences – just as a grenade will go off regardless of where it is when you pull the pin (at least barring really insane environments such as the surfaces of neutron stars or “antimagic” zones).

Still, there are echoes of the idea in most role-playing games; that’s presumably where cursed items come from – and it’s why half the powers of The Practical Enchanter’s Wards Major are normally selected randomly; the area covered by such a Ward is usually just too big to purify effectively before it’s enchanted.

Games that happen to have a (usually secondary) ritual magic system or adhere to “only blunt weapons for priests (so that they are not rendered impure by the intent to shed blood, like early AD&D) usually already include some nods to the idea of ritual purity – but if you want to emphasize it a bit more, noting that mages must spend some time every day in meditation to cleanse their minds, or spend a day of downtime not casting anything so as to purify the energies of their chakra every so often, or burn the occasional stick of special incense to let it’s smoke carry away malevolent demonic forces, or never speak an impure language, or whatever, as a part of being a spellcaster, will do it. You can even give it a small penalty to ensure that the players make a note to do it. 5% chance of spell failure per week missed to a maximum of – say – 10% per spell level – will be plenty of incentive for your spellcasters to find an hour or so a week for some purification ceremonies.

Personification is basically Animism – the belief that objects, places, creatures, and possibly even abstract concepts, have spirits of their own, are at least somewhat aware of the world, and can act in their own ways. From this point of view there is no sharp distinction between the spiritual and physical aspects of the world – or between mankind and the rest of the universe. Of all the classic laws of magic… it is perhaps the oldest and most universal. The idea is so widely held and inherent to most indigenous peoples that they often do not even have a word in their languages for it – or even for “religion”. It is unquestioned; Animism simply IS.

It’s true origin lies deep in infancy. Even infants as young as three months of age seem to realize that objects continue to exist when they’re out of sight. Soon after that they begin to understand that not much happens around them unless something makes it happen.

So what makes most things happen around an infant? Sometimes it’s wind, but most of the time it’s a creature – occasionally a family pet or other animal, but most of the time… it’s other people. Infants do tend to be kept safe, warm, and tucked away in quiet, stable, places after all.

It’s not much of a jump to the idea that when things happen… it’s probably people of some sort. Even if you can’t see them, bigger and older people do all kinds of marvelous things. They bring you food, they mend broken toys, they bring fire and keep you warm. So things like lightning, wind, the growth of plants, the flight of birds, the movement of celestial objects, and the great eruptions of volcanoes… are probably acts of even bigger and older people. Sure, some spirits (like some people) are relatively simple and are only good at a few things – but others, like the Great Sky Spirit, are vast and complex.

And, as children grow… a rich animistic overlay of gods, nature spirits, haunts, and fancies grows with them, cast over cold reality like a warming blanket. So you asked for what you wanted or needed. And if, in extremis, that failed you and you died… well, you didn’t pass on that experience. And those times when – against all odds – you succeeded, soon passed through storytelling into legend. What further proof could a member of a small tribe ask for?

Older human brains play into that worldview in another way. The brain is a survival mechanism. It looks for patterns, for ways to survive and prosper in the present – and to predict and influence the future. When the patterns are beyond it’s current understanding, and appear impossible to change to suit itself, stress sets in. The brain starts throwing preconceptions, fantasies, and wild ideas into the desperate effort to find a manipulable pattern.

And waiting there, from early childhood, in the minds depths… is Animism. From a time when life was controlled by mighty beings who did mysterious things for no reason that you really understood – but whom could be influenced to fulfill your needs when you made noise. Did you have a stuffed animal as a child that you talked to? Did you hide under the covers to keep the monsters from getting you? Have you sworn at your car or your computer while trying to get it to start? Then congratulations! You are a practicing animistic mage. Most of us are, if only because It’s VERY hard to get rid of the feeling that threatening that annoyingly balky piece of equipment with being thrown away will help somehow.

Animism is so deeply embedded in human cultures and thus gaming magic that it’s barely even noticed. Look at the setting of your game. Are their various gods of nature and natural phenomena? Are there elemental entities or storm spirits? Do magical items respond when commanded? Are there haunted places, sacred groves, spirits of the land, and great totems that control animals? Do older weapons have proper names and perhaps powers due to their growing legend? Can you speak to the spirit of a mountain or a river? There’s a reason why no one questions that sort of thing when it’s put into a setting. Every fantasy setting has some of that sort of thing.

About the only way that “Personification” elaborates on basic Animism is to say that Animistic Spirits tend to react in kind and can be channeled – and that this is an entirely valid way to deal with the unseen world. Are you a noble hero serving the equally-noble Sun God? Then the Sun God will tend to answer your pleas and will support you as you support him. Congratulations; you’re a Paladin. Do you demand that dark forces do your will and strike down your enemies? Then they will demand equally dark deeds and offerings from you in exchange. Do you attempt to gently persuade locks to open even if you don’t have the key? Then the locks may refuse, or gently ask for a few drops of oil in exchange, or try to talk you into going away – but the are most unlikely to demand anything much more burdensome. If you’re polite and reasonable… then so are they.

Purification and Animism can be left unremarked in your games of course – after all, they’re usually a part of the underlying assumptions anyway – but bringing them a little more into view does serve to hint at a vast, underlying, structure to your worlds magic – and in a way that most people are already primed to accept.

Laws Of Magic Part III – Karma

So why worry about classical “laws of magic” anyway? Why not just make up your own laws of magic?

That’s partly because – as many authors have shown – making up a coherent system of alternative physics is quite a lot of trouble. After all, human beings have been fiddling around with this set of rules for thousands of years and – as shown so far – the result still isn’t very coherent. That gets even worse in a game setting, where the players are going to be picking your efforts apart looking for any possible advantage that they can squeeze out of them.

Really, it’s mostly to give your game worlds some depth and make them seem fantastic. While it’s difficult to get away from having some mechanics in your game, it’s a lot more interesting if you can keep a sense of wonder and mystery in it as well. Like a movie, your scenes need a background – even if it’s the linguistic equivalent of a matte painting. And, like it or not, the “laws of magic” are a part of almost everyone’s mental library, are rich with associations, and somehow just seem reasonable. Some part of the human mind just seems to interpret things that way.

Thus slapping a superficial gloss of Correspondences (mostly in item descriptions), Sympathy and Contagion (mostly in spell components), the Doctrine Of Signatures (in the ingredients for potions and scrolls), Magical Circles (in summoning and a few spell names), Naming (mostly in Item Creation), Runes and Occult Symbols (in Glyphs of Warding and Symbol spells), over the fairly basic Vancian Spellcasting of first edition AD&D lent the magic system an underlying feeling of having laws and rules. It hinted that a system which was basically a list of handy game effects for wargames actually had deep mysteries and an occult basis that only the arcane spellcasters truly understood.

It didn’t of course, but that feeling helped make the setting fantastic and full of wonder. It helped make it feel “genuinely magical”.

Sadly, that same gloss of occultism was quite enough to convince quite a few people that AD&D – and many other games – involved actual magic, taught the players genuine occult lore, and led directly to the practice of black magic and Satanism. Those accusations were bad for sales since they upset young gamers parents – and so the natural reaction was denial. You can still see the disclaimers in the front of many older RPG’s – but denial of such “obvious” evil intent was, of course, taken as confirmation of it. The next step was, naturally enough, to strip that gloss away with the next edition. Of course, that also did no good – it was simply taken as confirmation that the authors were trying to hide their “Satanic” intent – but the nonsense gradually died away anyway, just as it usually does (see: Rock and Roll, Harry Potter, etc).

Unfortunately, by that time, the damage was done. Most RPG’s had pretty well purged all of their classical occult flavoring. The College Of Greater Summonings had vanished from Dragonquest, magical references had vanished from AD&D in favor of dry rules descriptions, and Champions included no setting material at all, filling the book with pure game mechanics. Some games held out – but an awful lot gave in.

That left us with playable games that – as a bonus – could be readily used as a basis for computer games. Unfortunately, along the way, they’d lost a lot of the classical fantasy “feel”.

Now I happen to LIKE that feeling of wonder, and having underlying, and somewhat mysterious, rules to how magic “actually” works – which is why the Baba Yaga RPG includes a somewhat snarky “Disclaimer” of it’s own:

Disclaimer: In the classic tradition of RPG’s, Distant Horizons Games notes that magic doesn’t actually work. If you think you can get somewhere with the “occult methods” given in this book – announcing what you want and rolling 3D6 twice – we reserve the right to laugh at you hysterically.

So that’s why these articles are taking a look at some classical “laws of magic”. It’s to help put some of that feeling back into games for those who miss it.

And to get back to that…

The Law Of Karma can be expressed several ways. The Threefold Rule says that what you send out returns to you threefold. Other formulations speak of “backlash”. Still others say that you must laboriously build up magical power before you can accomplish anything. Still others that you must burn your life force, or lifespan, to wield magic. Yet others claim that you are paying with portions of your very soul.

Perhaps the simplest expression is everything has a price.

Most games both embrace and utterly reject this.

  • Any notion that practicing harmful magic will ultimately lead the practitioner to ruin has almost completely fallen by the wayside, eliminating the Threefold Rule. That was inevitable from the beginning given that combat – and thus harmful combat magic – is a major component of most RPG’s. On the other hand, many fantasy RPG’s also want to have some clearly defined “dark magic” for the equally clearly-defined bad guys to use. This leads to ideas like “necromantic spells are inherently evil” – which is why d20 took healing and various other spells out of the field. But even then… if you want to be evil, and use “evil magic”, then there really isn’t any special price for it. Being evil just grants you access to some especially unpleasant powers. (A few games include special abilities that are restricted to the “good guys” too, but that’s a lot rarer).
  • Backlash – or “Drain”, or “Fatigue” or many other names – is a reasonably popular mechanic in games, but it’s mostly just a way to keep magic-users from utterly dominating the action. It’s only a cost in the way that burning some calories and a bit of fatigue is the “cost” of rearranging your furniture or digging a hole to plant a tree. RPG’s like Shadowrun, Ysgarth, Tales From The Floating Vagabond, and many more, all embraced various “fatigue” mechanics.
  • AD&D embraced the “you must laboriously gather up motes of magical energy and build them into prepared spells!” idea. That served to give magic a notable price and greatly limited its power as well; an adventuring wizard might have a fair number of spells prepared – but refilling that reserve could take days or, at very high levels, a week or more of doing nothing but prepare spells. While actually on an adventure, a wizard would be lucky to find the time to prepare – say – three first level spells, one second level spell, and one third level spell (two hours of study worth) per day. Casting anything beyond that was burning very limited reserves that you might not be able to refill for a long time. That was why every wizard wanted a wand or two, just as desperately as the fighter wanted a magic sword and magic armor. It was much easier to use a wand in combat than it was to cast a spell, they held enough charges to be used right through most adventures, and they could be recharged at home. Secondarily, AD&D embraced the idea that being a wizard required vast amounts of study and time – which might not be a cost to the player, but certainly was to the character. It even limited your chance to learn particular spells and the total number of spells a mage could ever know.

This make the AD&D magic system fantastic, and put a convincing price on being a mage – but enough of the players found playing a mage as the system was written so difficult that game masters started treating the “maximum number of prepared spells” table as spells-per-day, greatly softened the difficulties of getting them cast successfully, and often entirely ignored the limitations on learning spells – all of which became standard rules in third edition. It was a good effort, but ultimately did not work – even if “can’t wear armor” and “low hit points” are still in play.

  • A very few games – Necromancer, some very early versions of D&D, Call of Cthulhu, and a few more – embraced the “cast from lifespan” idea in one way or another. Casting major spells had direct and terrible prices. Casting too many would kill you or drive you mad – and there were few or no ways to reset the total, which meant that major spells could be grand, and terrible, and very powerful indeed, and still be very rarely used. This works – but it means that you really can’t play a mage, or you will often have nothing to do until a spell MUST be used – and you come a little bit closer to retiring your character. Magic was for insane NPC’s and the occasional player-character dabbler.
  • In quite a lot of current games the only “cost” is an opportunity cost. If you want to be good at magic (or psionics, or your reality-tweaking option of choice), then you’re going to have to put a lot of your character-development resources (money, levels, time, whatever) into it – and thus won’t be able to put those resources into being good at other things. Now that’s a perfectly functional and realistic game mechanic. In fact it’s so functional that it’s near-universal; I’ve only seen a few games – such as Nobilis, Ars Magica, and Mage – where mystics simply get handed an additional resource pool to allot to magical benefits, and all of those games are firmly centered on supernatural characters (often to the point where nothing else is actually playable). Unfortunately, outside of those few games (where there is little or no reason NOT to be a “Noble” or a Mage) that approach puts “Magic!” on the exact same level as “Swordsmanship!” and only a little above “Blacksmith!”. You become a really good mage in exactly the same way that you become a really good maker of wine.

Some games make that work. As an example, TORG stresses the player-based cardplay so much that character abilities make little difference. Thus an elderly Shakespearean Actor found that his dramatic and oratorical skills were every bit as effective both in and out of battle as the talents of the werewolf-gunfighter, the mad-scientist robot and his built-in manufacturing systems, the ninja computer hacker, the archmage, or the psionic adept giant otter. In fact, they were better since he’d focused all his resources on them; it was his impossible oratory that got him hailed across a galaxy as the True Emperor and brought stability and prosperity to millions of worlds. The cyborg fox might have destroyed twelve futuristic grav-tanks with a pistol in a single action, but none of the rest of them ever did anything on a galactic scale – unless, perhaps, you count the Otter creating the unkillable Godzilla Virus Artificial Intelligence and unleashing it into the Cyberpapacy’s Matrix.

The thing is though, that most games make giving out pools of special bonuses to particular types of characters work by either giving out such pools to every kind of character or by – like TORG – making the character abilities mostly subordinate to the players skills.

There really isn’t an optimum solution to this one. You don’t really want to limit the players too much or tell them that their characters can’t start studying magic unless they take four years off to get the equivalent of an engineering degree in it. After all, in large part they’re playing to take a break from realities limitations. About all you can do is to complicate the character’s lives – and most of that sort of thing tends to be setting or system specific.

  • Perhaps mages need special foci to use their powers – something much more complex and difficult to replace than a “spell component pouch”. Chivalry and Sorcery did this. Such things are fairly readily replaceable given a little time, but you’ll need to keep track of them and make spares.
  • Perhaps magic is a limited resource, and you have to compete for it. Did you have to eliminate a few rival apprentices and take their sources of power to become an adventuring mage? Or do you have to maintain a cult-like array of followers who labor to build the pool of power you draw upon.
  • Perhaps powerful magic corrupts the environment, or allows monsters to enter the world, or drains the life from villagers.
  • Perhaps you need to give up your social life, practice monastic self-discipline, or renounce eating meat to maintain your powers.
  • Perhaps you need to perform strange rituals at specific times, offer your blood, know that your firstborn child will be a tool of some magical being, or be forever unable to sing or hear music or find true love.
  • Perhaps using magic leaves obvious and unnatural signs – horns, or strange eyes, or a “witches mark”, ruining your social life and making you a target of suspicion. Or perhaps it’s just extremely conspicuous in some fashion.
  • Perhaps using magic is alienating, drains your emotions, or demands the sacrifice of treasured memories, leaving the user increasingly distant from normal humanity – or perhaps it inherently drives people away from the user or even drives them to betray him or her.
  • Perhaps magic undermines the foundations of reality or is banned by the gods or simply attracts misfortune, or monsters, or hunters. NPC’s will only use it with great caution, player characters who use it will find themselves regularly attacked and obliged to go on various adventures because bizarre problems keep popping up around them.
  • Perhaps magic damages your health, leaving you with a cough, or a tendency to catch minor illnesses, or causes other inconvenient and annoying problems with little game effect. Are you deaf in one ear, farsighted or nearsighted, or prone to fits?
  • Perhaps using magic requires accepting various Taboos (things you must not do, however weird and pointless) or Oaths (things you must do) to maintain your powers.
  • Perhaps magic requires a careful balance of some sort. Perhaps each time you cast your mighty fireballs, you need to help out a village or some such.
  • Perhaps magical energy only builds up gradually; on the first round of combat you can only cast first level spells – and a battle must go on for nine rounds to allow the casting of a ninth level spell. Out of combat? Perhaps it takes a minute per spell level.
  • Perhaps accessing a new level of magic involves rituals or trials. Concluding a pact with some mighty entity – or perhaps a classic sequence of trials, such as recognizing the limits of your power, seeking out magical tutelage, going forth on a quest, exercising self-discipline, and sacrificing something precious to you.

The point, of course, is not to make things hard on the player. It’s to ensure that – in the setting – becoming a magic-user is not simply another choice like learning a martial art. It is something with deep and mysterious implications that will have a major impact on your characters life, not a decision to be made lightly.

Eclipse d20 – Standard And Nonstandard Attributes

Today’s question is kind of complicated – and leads us through a bit of “game design through the ages”. So once again, we will have some retrospective going on here with a question inspired by one of the Terminator articles.

The notation of the basic machine solder robot purchasing its ability scores with a point-buy value and then adding in “racial” adjustments got me thinking…

While robots are expected to all have identical ability scores, this is the case for all “monsters” as well. All winter wolves, for example, are going to have Str 20, Dex 13, Con 18, Int 9, Wis 13, Cha 10, unless one is a special case (i.e. has a template, advanced natural Hit Dice, etc.).

Now, that’s a bit of a sop towards ease of game-play; for monsters that are “on-screen” long enough for the PCs to slaughter them, using a standardized array of ability scores is fine. But this still presents an interesting idea; notwithstanding any discretionary ability points that they receive for every 4th Hit Die, as well as size adjustments, these creatures all have standard ability scores of 10 or 11, with the remaining adjustments all being racial in nature.

So for example, if we subtract the discretionary ability point for their 4th Hit Die from, say, Dexterity, and reverse the adjustments from being Large-sized, that means that winter wolves have base ability scores of Str 10, Dex 10, Con 10, Int 11, Wis 11, Cha 10 (using Pathfinder as the standard), with racial adjustments of Str +2, Dex +4, Con +4, Int -2, Wis +2, Cha +0. More notably, this has them buying up their base ability scores with only 2 points…raising their Intelligence and Wisdom each from 10 to 11 before any other adjustments are applied.

Now, those initial points (and the presumed racial adjustments) can be toggled slightly depending on where you presume that discretionary ability point went in their final array of ability scores, but the overall point remains. Winter wolves, like most monsters (and monstrous NPCs that aren’t built using PC-standard races) don’t use much of a point buy. In fact, even the basic NPC ability score array of 13, 12, 11, 10, 9, 8 comes to an overall value of 3 points…one more than the winter wolves in the above paragraph received!

My question, in this case, is what would it cost under the Eclipse rules (if anything) to allow for such monsters to buy up their basic ability scores similar to how PCs do, before applying racial ability modifiers and discretionary ability points from every 4th Hit Die? For NPCs that might not matter too much (since they’re still on-screen for the purpose of being killed), save for a possible CR adjustment, but what if I had one as a companion creature? If I’ve taken Leadership with the Beast-lord modifier, and I want a winter wolf as one of my followers, what sort of ability would it cost to allow them to buy up their basic ability scores with a 25-point buy, for example, to buy ability scores of Str 14, Dex 14, Con 14, Int 13, Wis 14, Cha 12.

After adding back in the modifiers for being Large-size (Str +8, Dex -2, Con +4), the racial modifiers (Str +2, Dex +4, Con +4, Int -2, Wis +2, Cha +0), and putting the discretionary ability point into Intelligence, that would give a final ability score array of Str 24, Dex 16, Con 22, Int 12, Wis 16, Cha 12. That’s better than your average winter wolf, but not quite as good as putting the advanced creature simple template on them, which is only +1 CR. What would it cost for them to buy the ability to have their ability scores constructed this way in Eclipse? Presumably some sort of Immunity (where the amount of resistance purchased allowed for higher point-buy expenditures in purchasing base ability scores)? Or would it be something else instead?

-Alzrius

Well, the general assumption there is that things that are basically constructs – Robots, Golems, Skeletons, and so on – actually are fairly standardized in roughly the same way that ball-point pens are standardized; the design is about as good and cheap as it’s going to get. There are special upgrades that can be applied (and possibly shortfalls that can be accepted), but a basically fixed cost gets you basically fixed results.

Actual in-setting living creatures – at least in theory – should show the usual bell-curve variations for their type. However, since the games attribute scale is set up to represent creatures on the human scale, a lot of this variation is lost. Sure, the worlds strongest wren may be several times as mighty as the weakest – but the rules, quite sensibly, cram all that variation down into “strength one”, simply because it makes no difference at all in play whether the a given wren can lift .3 or 1.5 ounces, just as it doesn’t actually matter how many swallows it might take to carry a coconut to England in Monty Python and the Holy Grail. Similarly, there are doubtless stronger and weaker Tyrannosaurs, but that’s arbitrarily adjusted by the game master to suit his or her objectives, not according to their bio-mechanics – and it’s not like it’s going to matter much; no more-or-less human being is going to win against one in a biting or eating contest – which is pretty much a Tyrannosaurs sole role in the game. Given the rate of character turnover in earlier systems it wasn’t like good or bad attributes were a particularly long-term thing anyway.

So looking at the general population of playable character types, they (explicitly so in earlier editions) are generally presumed to take up tasks they’re suited for. Big strong types do things which call for strength, while frail, weak, but dexterous people do tasks that call for dexterity but not a lot of strength or endurance, and so on. Such were the results of rules that basically assumed a naturalistic world and a 3D6 roll for each attribute. Did you roll terribly? There was a rule allowing the discarding of characters (presumably to a career as a village idiot) if they failed to qualify for any character class – but the only real assumption what that completely hopeless types simply did not go adventuring or, if they did, they generally died so quickly that they weren’t worth worrying about.

In early editions, given regular character turnover… parties might well try to recruit that strong-and-healthy young farmer to be their next fighter, or that dexterous street kid to be their new thief. They would chip in to equip them, shelter them until they caught up a bit, and add them to their adventuring company. Individual adventurers weren’t all that important. The company WAS, and characters had a good reason for loyalty to it – it was their family, it had taken them in, and trained, them, and equipped them. Sometimes it had raised them. Henchmen were valuable, people with potential (apparent high attributes or useful skills) were well worth cultivating, and associates often turned into new PC’s. “Ascended Extras” was pretty much the normal order of things. Your party was high enough level to be able to afford a Wizard? You looked around at sages, and apprentices near graduation, and orphaned kids of mages who knew a few cantrips and had potential, dumped a bag of wizard-style goodies that no one else had any use for on them, and shepherded them through a few sessions until their level (thanks to the doubling experience point costs) started catching up with everyone else. Sure, that might just be backstory for a new character – but that kind of thing was usually worth something in-game.

The current problem, of course, arises from the fact that characteristics for adventurers are now generated using special systems (whether point or dice based) that place them far ahead of the general population (who are stuck with generic attribute arrays that say “everyone is pretty much average in everything”) – making “good attributes” a special power that you get because you’re an adventurer or selected-by-destiny “important NPC”, and adventurers and important NPC’s are cool. That’s… pretty weird when you think about what it says about the population demographics. How early can you detect this incredible special power? Are young adventurers sought after and picked up by temples, and governments, and other special-interest groups to be raised and trained to suit their own purposes? At least it would explain why so many of them have no families or other backgrounds to worry about and where they got all that specialized training.

Is there a lower level of this amazing power? After all, if the player characters and most important NPC’s are built using (say…) Pathfinder 25-Point Buy, are functionaries, henchmen, and companions built using 15 Points? Do they take special “sidekick courses”?

Perhaps it’s Nymic Magic? When your name comes to the attention of the Narrative Gods, you suddenly get improved attributes and go from “faceless extra” to “individualized NPC”? That says weird things about the setting, but it is fairly consistent with how the game is usually played.

Now, according to the 3.5 SRD under “Monsters As Races”…

Ability Scores for Monster PCs

While a monsters statistics give the ability scores for a typical creature of a certain kind, any “monster” creature that becomes an adventurer is definitely not typical. Therefore, when creating a PC from a creature, check to see if the creature’s entry has any ability scores of 10 or higher. If so, for each score, subtract 10 (if the score is even) or 11 (if the score is odd) to get the creature’s modifier for that ability based on its race or kind. Generate the character’s ability scores as normal, then add the racial ability modifiers to get their ability scores.

Note: Some monsters have base ability scores other than 10 and 11. If alternate scores were used this will be indicated in the monster entry. Also, some monsters that make good PCs have their racial ability modifiers and other traits already listed in their monster entry.

For ability scores lower than 10, the procedure is different. First, determine the character’s ability scores, and compare that number to the monster’s average ability score, using either the table below that applies to Intelligence or the table that applies to the other five ability scores.

The separate table for Intelligence ensures that no PC ends up with an Intelligence score lower than 3. This is important, because creatures with an Intelligence score lower than 3 are not playable characters. Creatures with any ability score lower than 1 are also not playable.

Which nicely covers monster player characters. It doesn’t say anything at all about NPC’s and Companions though.

Pathfinder has a section on generating NPC’s, including ability scores. It gives “Heroic NPC’s” an array of 8, 10, 12, 13, 14, and 15 – equating to a standard 15-point buy. “Basic NPC’s” get scores of 8, 9, 10, 11, 12, and 13 at a cost of 3 points – far inferior to almost any player character. Of course, the scores of basic NPC’s basically never matter anyway.

This, of course, means that the heroic NPC array is BETTER than what a low fantasy PC can buy, equal to what a standard fantasy character gets, lags a high fantasy PC (20 points) somewhat and lags an epic fantasy character (25 points) quite a bit. There’s no provision for adjusting things for other various methods of generating PC attributes, but it looks like the intent is that “heroic” NPC’s (basically anyone important) use the same system as player-characters since Pathfinder tends to push the point-buy attribute system.

Eclipse, of course, tends to assume that everyone and everything is following the same rules – (although I, personally, have an old-school fondness for rolled attributes). Sadly, this does lead to a bit of a clash with the demographic assumption that “10-11 is average” when it comes to ability scores since most generation methods give a higher average than that – thus setting most games in Lake Wobegon, where “all the women are strong, all the men are good-looking, and all the children are above average”.

You can fix this – for example, if you are giving your players 20 points to buy attributes with using the Pathfinder system you can say that “NPC’s roll 1d6: 1) -20 Points, 2) -15 Points, 3) -10 Points, 4) 10 Points, 5) 15 Points, and 6) 20 points. Thus a (-20) point NPC might have 7/7/7/7/8/8 for his or her attributes. You now have average attributes much closer to 10 (not quite since the attribute point costs are nonlinear) in the population and are simply assuming that only the people with good attributes make it to first level in “adventuring” classes – and that experts and such normally don’t go adventuring. That’s basically a modern version of the “discard characters with terrible attributes” rule , but there’s nothing wrong with that. The actual population will skew a bit towards higher attributes (just as the classical average was actually 10.5) simply because early mortality will be a bit higher in the low-attribute groups, but that (and the bias due to the asymmetrical attribute point costs) doesn’t really matter much.

So as for the actual question part…

“What would it cost in Eclipse to allow followers, henchmen, companions, et al, to generate their attributes as player characters do?”

The quick answer is “nothing”, since that’s the baseline assumption of most editions – if only because, much of the time, it doesn’t matter and no one cares.

The long answer, is – since attribute generation varies from game to game in the first place and may or may not vary between PC’s and NPC’s – that there’s no good way to price it effectively except by finding a way to Specialize or Corrupt your Companion or Leadership ability for Increased Effect (your companion or allies get higher base attributes) or by simply building it from scratch.

Personally, I’d go with “Must spend a lot of time and effort locating and recruiting Companions or Followers with PC-level attributes to get them”. So rather than accepting just any schlub who happens by, you’re picky and wind up with higher quality.

To just buy it directly… a Feat is obviously not enough if there is a substantial difference (and why couldn’t PC’s take it to raise their attribute point allotment?), and the +1 CR “Advanced” template (+4 to each attribute) really doesn’t work. After all, if +1 CR is a fair valuation, and +1 CR equates to +1 effective level (debatable, since Pathfinder doesn’t have those…), and we are allowed to stack templates., would – say – a 10’th level fighter with +20 to each attribute be better than a standard 15’th level fighter? After all, +10 to Attacks and Damage, +10 AC, +10 on Saves, +10 HP/Level, +10 SP/Level, +10 to all Skills… those are some very nice bonuses.

How about a 20’th level Wizard with +40 to each attribute versus a 30’th level Wizard? That throws in a huge pile of extra spells as well as doubling up on all those benefits. It would be rough at low levels – but you can’t generate such a character at a low level anyway.

Ergo, your second best approach in Eclipse is just to brute-force it. Throw on some attribute boosts in a template to get the attributes to where you want them and pay for adding the template to cover whatever it costs.

And I hope that helps!

Eclipse, D20, And Hereditary Templates

And for today it’s another question – in this case referring back to the Epic Survival Stunt of “Dynastic Founder” (Level 18, DC 82: All of your descendants for three generations will inherit a +2 ECL Template of your choice. The effect will start to fade thereafter unless they use magic to choose matches who will maintain the bloodline, but occasional throwbacks will occur for many centuries to come) – along with Channeling / Planar Bonds Path / Inner Light/Darkness / Legacy and Dominion / The Way of Valor / Epic Heroism, (both in Eclipse) and the Legacy spell (Paths of Power), among others which do things to your descendants.

That makes me wonder what exactly makes a template inheritable… Ordinary races are obviously inheritable, but I’m unsure if pseudo-races like the ‘action hero’ or ‘storm lord’ templates are.

As an expansion on that, the ‘Dynastic Founder’ ability seems to do nothing unless you have a lot of kids, assuming there isn’t any special interaction with the child rearing psuedo-leadership ability, since you could simply assign your children a +2 ECL template and say that it’s an inherited mystical trait that you picked up, possibly making it inheritable, and making so there is no difference in the first generation.

A few of those spells I check in the basic ‘paths of power’ document using control-f, and I wasn’t able to find them.

-Jirachi

Well, quickest note first, the spells referenced can be found in the rest of the Paths Of Power sequence – either Monstrous Paths or The Complete Paths Of Power (print). As for the rest…

The inheritability of Templates is a bit tricky, if only because “having kids” is not normally a major consideration in d20 games – and thus neither WOTC nor Paizo have ever really covered it very well.

  • In 3.0 (Savage Species) there was a rule for inheritable templates – half-elementals and such – that was pretty simple. It stated that such templates were passed on undiminished. You could have any number of “half-whatever” templates stacked onto your character, limited only by what the game master said the ECL of the characters was going to be.

Of course, that led to obvious absurdities. Dragons breed with any living, corporeal, creature. Go back a mere six hundred years, and your family tree (at least presuming that you are of Northern European descent or have ancestors from anywhere along the silk road) will include pretty much everyone in Europe who had kids. Is your setting a few thousand years old? Then under this rule, everyone in your world will have the half-dragon template ten times (because each primary type of dragon is an independent template) as well as pretty much every other remotely compatible half-(whatever) template out there.

This pretty obviously doesn’t work, however convenient it was for character-optimizers who wanted to stack six different templates so as to construct an all-powerful (and generally quite unplayable) character

  • The 3.5 SRD updated that with a single line: “A templated creature can represent a freak of nature, the individual creation of a single experiment, or the first generation of offspring from parents of different species. (Note that d20’s use of the word “species” obviously has nothing to do with biology: in biology, creatures of two different species normally cannot interbreed).

“First generation”. That’s actually extremely restrictive. If a Dragon and a Demon had a kid, you could create a dragon with a half-fiend template (or possibly a fiend with a half-dragon template if the game master thought that there was such a thing as a young fiend), but if the dragon with a half-fiend template had kids… they were standard dragons or half-dragons of the other parents type. You could give them a Fiendish Bloodline (bloodlines were introduced later and were never more than semi-official to begin with) if you wished – but that was it.

Acquired templates (with the exception of disease templates) were never inherited – although, if they changed a characters “Species” (say to “Vampire”), a kid might get a half-vampire inherited template.

A lot of game masters didn’t bother enforcing that – but it does seem to be what the rules say.

There are some other “Inherited” templates though, so we’ll need to look at those too. Looking through a handy 3.5 Template Index…

  1. Denizen and Inherited “Underground Creature” Templates are a quick way to represent plane- or location- specific species that are otherwise broadly similar to standard creatures. You don’t really stack or acquire them, it’s just that Fire Spiders, Fire Dogs, and Fire Lions are made of fire and all share some obvious characteristics – and that creating a “Template” is a lot shorter than writing a modified block for every monster.
  2. Lycanthropy is its own unique case, in that it’s always an acquired template – but it can infect a child before birth, and they’ll be better adjusted to it. It only affects Humanoids and Giants though, so if you throw in a template that changes that it presumably ceases to apply. In any case, this falls under the “specific exceptions in individual descriptions” rule.
  3. Spellwarped (MMIII) is inherited – but it’s another “artificial species” template – rather like the (semi-official) Environmental Racial Variants from Unearthed Arcana. It, notably, can be added to any corporeal aberration, animal, dragon, fey, giant, humanoid, magical beast, monstrous humanoid, plant, or vermin – leaving out the most common player character races. I’d guess that the children of two spellwarped creatures are also spellwarped, but the template doesn’t actually say. Given that it automatically drives the character insane about all we can say is that it’s a very poor choice for a player character.
  4. There are some “special breeding” templates for animals, but they really don’t seem relevant.

So that’s where it stands in 3.5: half-(whatever) templates are acquired from having two dissimilar parents and you get acquired templates from special events, but (with the sole apparent applicable exception being Lycanthropy), templates are not passed on to grandchildren. You could be born a half-something lycanthrope, but that’s about it. Of course, you may then acquire as many templates as you can manage, but now we’re in “talk with the game master” territory.

  • Pathfinder, of course, “discarded” the widely disliked ECL system – but never has worked out a good way to deal with player characters with templates or playing with a mixed party of monsters and normal player-character races. Thus Pathfinder Society simply disallows it, while the official “rules” say to treat CR as character level (fudging as needed since they admit that this is a spot where the rules are unreliable), and let them gain extra levels equal to 1/2 their CR on the way to level twenty since Challenge Rating doesn’t scale well – which is just a backdoor way of shoving both ECL (since CR is not necessarily based on the number of hit dice) and ECL buyoff / reduction back into the game without actually saying so. Thus Pathfinder’s solution to player characters with templates is basically “just say no”. Given that this does not actually answer the question of “how to handle them”, we’re pretty much stuck with the 3.5 version.

So, since Pathfinder never updated that rule, the general rule is that Inherited Templates (with the major exception of lycanthropy) only occur when the two parents are different “species” (A and B) and always come in the form of a “half-(A) template applied to base species (B). (I usually go with the mother determining the base species, but that’s just me).

  • Eclipse, of course, just lets you buy powers – with the only real change between a “level” and a “template level” being that the template level provides 32 CP instead of 24, but doesn’t include a free (d4 hit die + Con Mod) hit points or (Int Mod) skill points. It also lets you build up “species” abilities, so it doesn’t normally have a problem with ECL’s, ECL buyoff / reduction, playing characters with templates, or acquiring templates. Do you want to play a Half-Celestial at level one? Just start buying the powers and you’re a half-celestial, even if you haven’t fully developed your abilities as one yet. Since Eclipse generally doesn’t need to make a distinction, the point is usually moot.

The fun part of the various dynastic spells and effects is that they make a certain amount of power inheritable. In some cases you can simply grant your kids a template whether or not you have it (Dominion makes this possible), in others your kids and their descendants can get a certain amount of free power for generations to come. It doesn’t, however, cost any of the kids character points. Your descendants become an important and powerful people family because you have granted them importance and power right from early childhood.

I suppose you could thereby make a backstory claiming that your character is one of the one-in-ten-million kids who got a free template from their grandfather the mighty mage or something – but that’s no more or less valid than a character who wants to inherit 50,000 GP worth of magic items and a pet dragon because of his or her backstory. The game master may allow it, but if so he or she is probably going to be giving everyone some astounding freebie and the Template is just the one you happened to get.

And I hope that helps!

Debatable Evils – Negative Energy And Undeath

And for today it’s another question!

I’ve recently encountered some media that have put forward an interesting idea with regards to undead beings. Specifically, the idea that it’s possible for there to be undead creatures that were never alive to begin with, essentially beginning their existence – whether summoned magically or created “naturally” – in an undead state.

While none of those media get particularly deep into the mechanics of how exactly that’s possible, the idea doesn’t seem so implausible that it cannot be countenanced. That is, if new beings can come into being while alive, why not do so at the opposite end of the metaphysical spectrum? That, or they could be animated by spirits associated with death, necromancy, etc. Coming up with an explanation that sounds plausible, at least on its face, isn’t too hard.

My question is, what mechanical alterations (to the existing rules regarding undeath) would that idea have if implemented under the d20 game rules? At the very least, it seems like spells associated with creating/summoning such undead wouldn’t necessarily have the [Evil] descriptor.

-Alzrius

Well, it’s important to remember that biology and metabolism really aren’t important in d20. That’s why d20 uses Hit Points instead of detailed wound systems, and why elementals – lumps of rock, or plasma, or swirls of air with no metabolisms or biology – are creatures with hit points. Undead basically have [Hit Points] – a negative value of hit points that they treat as a positive one because they’re things of negative energy.

Inanimate objects can have metabolisms, and biology – but in d20 terms they are objects, or perhaps organic machines, not truly living things. That’s why a Deathwatch spell doesn’t give you a report on every broken blade of grass in a field and why I can’t cast Cure Light Wounds on a mostly-eaten watermelon to heal it and let me eat it again. That’s also why Remove Disease (presuming that diseases are caused by micro-organisms) is a Conjuration (Healing) effect and not Necromancy (Death).

  • Positive Energy drives growth, life, mobility, and creation. It is a force of light, change, and evolution that drives an increase in complexity in the face of entropy. Thus children are filled with positive energy while the extremely elderly, who have mostly exhausted their stores of possibility and can barely cling to life, have little left.
  • Negative Energy weakens, kills, paralyzes, and annihilates. It is a force of darkness, cold, and entropy. That’s why undead are destroyed at zero hit points; they can no longer resist the side effects of the negative energy within them. It’s also why they generally do not grow or gain levels and why most undead feed on the living – their corpses gaining an unnatural mobility through theft.

Neither positive or negative energy is a moral agency in itself. In d20, that role is reserved for the energies of the outer planes, which make “good” and “evil” into absolute, measurable, and detectable, forces. There isn’t any moral relativism and there’s no point in arguing about whether or not an act is good or evil. Just use your Phylactery Of Faithfulness (a mere 1000 GP!) and you will KNOW.

In the real world clearing some forest is good for some types of creatures, bad for others, and will have ongoing effects, both knowable and unknowable, on the environment, the world, and the human population, that will not finish playing out until far in the future. Is doing so a “Good” or “Evil” act? The answer depends on your personal priorities and beliefs and on how many consequences of what kind you are aware of to consider. Would your decision change if you somehow knew that it would unleash a horde of plague-carrying rats and kill millions?

In d20, if you are tilting the alignment energy balance of the material plane towards Good, then you are committing a Good act. If you are tilting the alignment energy balance of the world towards Evil, you are committing an Evil act. If you’re doing neither to any noticeable degree… then the act is neither good not evil.

Are those babies of a species that is strongly inclined towards evil? Then slaughtering them all is a good act even if they are neutral at the moment. Adopting and raising one is evil. Adopting and raising a child of a species that is strongly inclined towards good is good. Adopting and raising a child of a species without strong inclinations? That could be good or evil depending on how you raise it. Running a slaughterhouse and massacring hundreds of true neutral creatures every day? That’s neither good nor evil.

The trouble with the d20 rules on Alignment is that no one ever actually sat down and tried to work out what the axioms of good and evil WERE (why would they? The only real point was a set of quick labels to sort out targets and people to protect). “Good” is loosely defined as a grab bag of behavioral traits that promote group welfare in a social species (“Good implies altruism, respect for life, and a concern for the dignity of sentient beings. Good characters make personal sacrifices to help others”) while “Evil” is loosely defined as behaviors that disrupt social groups (“Evil implies hurting, oppressing, and killing others. Some evil creatures simply have no compassion for others and kill without qualms if doing so is convenient. Others actively pursue evil, killing for sport or out of duty to some evil deity or master.”).

According to the 3.5 Players Handbook (and supposedly in Pathfinder due to a lack of new rulings and back-compatibility) “channeling positive energy is a good act and channeling negative energy is evil” (Page 160).

Why is that?

Well… the Prime Material Plane is supposed to be made up of a mixture of the elemental forces of the inner planes – Fire, Air, Earth, Water, Positive Energy, and Negative Energy. But unless someone is importing or exporting such forces, what’s there is there. Like it or not, channeling substantial amounts of negative energy in from the negative energy plane – whether in the continuing tap that allows undead to exist or in bursts – drains energy from the material plane. It reduces the universe for all time to come. Adding positive energy doesn’t “make up for it”, since otherwise that energy could have gone into expanding and adding possibilities to the universe.

And there’s the connection; importing negative energy from the negative material plane reduces the total energy of the prime material plane, draining the possibilities of the future and denying existence to creatures that would otherwise have been born and lived. Throughout the eons to come… it is a never-ending crime, and so is an Evil act.

Importing positive energy from the positive material plane forever adds to the possibilities of the universe. It is a never-ending boon to all life yet to come, and so is a good act. And no matter what your reason for using Channeling is… that long-term Good or Evil is going to outweigh the immediate effects.

So why aren’t all spells involving positive energy “good” and all of the ones involving negative energy “evil”? That’s something of a game convenience so as to allow evil Clerics to heal – but what’s the in-game explanation?

Well, looking at the lists…

  • Conjuration is used to bring in materials from other planes. Ergo, effects involving positive and negative energy that aren’t Conjurations must rely on gathering positive or negative energy from ambient sources – or simply generating both positive and negative energy at the same time from a zero state – rather than on importing it. Thus many spells (Disrupt Undead, Touch Of Fatigue, Chill Touch, Ghoul Touch, Stricken Heart, Defoliate, Deathwine, Gloomblind Bolts, Blood Crow Strike (which, interestingly, creates identical amounts of fire and negative energy), Enervation, Vampiric Shadow Shield, Smite Abomination, Waves Of Fatigue, Waves of Exhaustion, Orb Of The Void, and even Energy Drain) may involve positive or negative energy but they aren’t Conjuration effects – they’re Necromancy. And the basic definition of Necromancy is that “Necromancy spells manipulate the power of death, unlife, and the life force”. Ergo they use and manipulate, but do not summon, such energies – and thus are not inherently evil.
  • Next up on the list of spells involving positive and negative energy we have the curative and anti-curative spells, such as Cure/Inflict Wounds, Vigor, Delay Poison, Energetic Healing, Healthful Rest, Cleanse, Heal/Harm, Life Shield, Symbol Of Healing, Revenance, Revivify, Remove Radioactivity, Resurgent Transformation, Pillar Of Life, Repair Undead, and Heal / Harm.

These spells are a bit weird. Most of the Curative spells are Conjuration (Healing) – which makes some sense – but the corresponding negative-energy vesions tend to be Necromancy, and neither version is (Good) or (Evil). Why aren’t the equal-and-opposite spells Conjuration (Infliction) rather than Necromancy? Or why aren’t the Curative spells Necromancy? After all, in first and second editions curative spells were reversible and were all Necromancy. (No one seems to be entirely sure why it was changed except that someone working on the project felt that “Necromancy” should be inherently nasty and that “Good People” shouldn’t use it. Of course, you couldn’t take Healing away from anyone, or the setting broke). There’s the argument that you are conjuring new flesh and blood to fix a wound, but then why can’t I fix that watermelon? And why do Air Elementals get healed this way? Worse, in Fourth Edition healing spells tend to be Daily Use Utility Prayers and in Fifth Edition curative spells are Evocation. Given that, it’s kind of obvious that the school assignment is pretty much arbitrary – especially since those are mostly Divine Spells, and “school” doesn’t matter much to Clerics.

So to justify this in game terms…

  • Perhaps these spells are simply “taking out a loan”? Some of them are strictly temporary, while the excess positive energy of the actual healing effects might either leak back or simply take the place of the positive side of the usual flow of power through living and unliving things over time. That would leave no net gain or loss of energy on the material plane, and thus no reason for them to be “Good” or “Evil”.
  • It could mean that those spells involve the old idea of Backlash. They’re neutral because their effects are automatically balanced out. Perhaps when one creature is Healed another one somewhere else suffers equal and opposite Harm. Or perhaps the power is drawn from the patient or healer in some form. Does being magically healed magically age you a few hours or days depending on the level of injury? Who would notice? It’s not like characters come with a life expectancy meter and how often does “death by old age” come up for Adventurers anyway?
  • It could also mean that these spells are simply misclassified, and actually are necromancy spells – which could be taken to mean that there are limits to how much healing is available, or mean that healing does not work well in dark dungeons full of pooled negative energy (where little or no ambient positive energy is available), or some such. That would have the (very welcome) side effect of restoring some slightly longer-term meaning to losing hit points after the first few levels (after which Healing Belts, Wands of Lesser Vigor, and similar tricks mean starting every encounter with your full hit points).

 

  • The final major group of spells – Bless / Curse Water, Sanctify Corpse, Veil Of Heaven / Positive Energy, Empower Holy Water, Light of Iomedae, Consecrate / Desecrate, Khain’s Army, Animate Dead, Hallow / Unhallow, and Create Undead – DO carry the “Good” or “Evil” descriptor. And notably… they all definitely do import excess positive or negative energy, and so make permanent, ongoing, changes in the energy balance of the material plane.
  • The last few relevant spells – things like Life Channel, Undeath Inversion, Blood Of The Martyr, and Fire Of Judgement – all have to do with either shifting positive or negative energy around or changing how they interact. They’re rightfully neither good nor evil.

Now the point of all this is to take a look at how positive and negative energy work and what they mean in terms of the setting so that we can see what MAKES casting certain spells or the use of Channeling inherently good or evil.

And what the game seems to imply… is that using ambient negative energy, or generating it by producing equal amounts of positive and negative energy, is morally neutral. On the other hand, pulling negative energy from the Negative Material Plane into the rest of the universe – whether in a burst or in a slow trickle – is inherently evil.

Stronger creatures powered by ambient negative energy will need some way to harvest it – perhaps haunting places where it collects (the classic graveyard haunts), or cultivating and draining it from others (for example, the Sirens from My Little Pony). This could even be benign, at least to start with. After all, stealing negative energy from a normal creature could theoretically leave it happier and healthier. Of course, when that’s no longer enough available naturally, and the creature must start to cultivate negative energy to feed… then things will start to get bad.

In theory you could also get spontaneous negative energy creatures arising anywhere where a lot of negative energy has built up – but the nature of negative energy is destructive. You won’t get evolved complexity, built up over time (that’s why even intelligent undead tend to go madder and madder over the centuries). Something else will have to provide a framework for your creature to form around and a spark to bring it to (un-)life – but if the old manor has built up a pool of negative energy, is filled with psychic traces of hatred and disharmony, and someone murders the old man who owned the place during a burglary… then you have power, purpose, and spark.

That does give us an opening though; in this view Animate Dead draws a burst of negative energy into the world to create weak undead powered by ambient energy and Create Undead gives them a continuous link – but you could (at least in theory) use a higher-level spell to gather ambient negative energy and use it to create Animate Dead style undead powered by ambient negative energy without it being actively evil – at least as far as the process goes. You’d still bear at least some responsibility for anything they got up to later though – and THAT is almost certain to go badly eventually. Similarly, you could use ambient negative energy to manifest undead constructs, allowing you to use “summon undead” without the [Evil] descriptor as Pathfinder does – but that also goes a long way towards explaining why those spells are so ineffectual for their levels.

As for what you could animate or what might animate spontaneously… you’re creating a creature with no pattern to follow using forces which are inherently difficult to control and shape. That means that complex creatures and minds are likely going to be out of reach. Destructive oozes, simpler aberrations, and constructs are a good starting point. You just make them evil instead of neutral and throw “undead” qualities on top of whatever they started with. Make them vulnerable to positive energy and let negative energy heal them and you’re mostly ready to go. For a few possibilities… consider the Ragewind (3.5 MMII), Raggamoffyn (3.5 MMII), Hangman Golem (3.5, MMIII), Cadaver Collector (3.5 MMIII), Necrophidius (3.0 Fiend Folio), Attic Whisperer (Pathfinder), Corpse Candle (Pathfinder), Byakhee (Pathfinder), and Jealous Structure (Pathfinder Curse). For items on the blog… I’d recommend the Dark Tales series (The Hunt, The Grove, The Well, The House, and The Ship). I’d also recommend the Occult monster-enhancing packages.

Anything with an active link to the Negative Material Plane (like virtually all of the more powerful undead) however…. will be a walking blight on the world, actively draining the energy of the universe to survive. It may not consider itself anything but hungry – but by the objective standards of d20 such creatures are inherently evil and utterly hostile no matter how they limit themselves or justify their feeding.

And for another reader response and answer…

Personally, the issue I see is that most undead seem to act as either constructs like skeletons and liches that just happen to use living remains as the raw materials or are some sort of a contagious plague like vampires or zombies. As such they all seem to be defined with regards to a former “living” state. Thus I find it hard to visualize some method of generating undead corpses without some source of corpses to begin with that required it being alive at some point. Which isn’t to say you couldn’t animate a mass of calcium and synthetic protein into a zombie, but I don’t think that is the idea you were going with.

Instead, I would look at the idea of negative energy life forms as a mirror to positive energy lifeforms. A lot of material seems to assume that all living things have some sort of link to the Positive Energy Plane that provides the animating/organizing force independent of the creature’s metabolism. While never entirely clear, the positive energy a creature can pull through into the material plane is limited and that is what is the bottleneck for things like healing, lifespan, and growth. To further boost those in response to disease, injury, or aging, external sources are required in the form of medicinal herbs, healing spells, and lifeforce infusions.

With that said, I would argue that lifeforms that use a link to the Negative Energy Plane as an energy sink would be possible. Instead of pulling energy in to heal injuries, it could instead sacrifice mass-energy to the sink to generate power for healing instead.

While in many ways indistinguishable from normal life forms, this could have a number of interesting side effects: poor (or even addictive) response to normal healing, a tendency to lose mass over time, a body temperature a little below ambient, healing ability being proportional to mass (i.e. being fatter), slower growth rates, much higher need to eat/drink to maintain mass and health, higher tolerance to heat, and lower tolerance to cold.

Thus I can imagine life forms running around the material plane vacuuming up loose bits of mass-energy to consume, growth, and multiply across the landscape. Attempts by these creatures to eat normal life forms or vice versa could go poorly as the resulting (brief) collision between positive and negative energy taps lead to explosive results. Which could then lead to entire areas being dominated by one form of life or the other depending on which gained a hold first. Perhaps this could be the mechanism behind those absurdly vibrant underground ecologies and why people aren’t roasted alive due to the geothermal heat.

This could then lead to all sorts of fun little issues like you can’t eat the local flora/fauna without some significant preparation work, extremely potent medicines made from plants of the other type that are a pain to gather, and really nasty monsters that start off huge and can continue fighting for long periods of time simply by sacrificing mass for regeneration until it is too small and then flees whereupon it may return larger than ever when you least suspect it.

Not that this is a set of mechanical alterations like you asked, but perhaps this is food for thought to help brainstorm some more ideas, adventures, and horrifying experiments.

-Spellweaver81

This is actually a lot like the physics of Continuum II – where energy flowed from Hyperspace into normal space and from normal space into subspace. Physical creatures could exist in any of the three – and energy creatures could exist across the interfaces. The most common energy beings were “Demons” (linking Normal Space and Subspace, and so almost universally deadly predators, feeding on each other and on any energy they could get) and “Manitou” (linking Hyperspace and Normal Space. Their problem was controlling the flow of energy). A very few life forms had both Hyperspace and Subspace links, but while that provided immense abilities to both generate and dissipate energy, coupling it was wildly unstable; a “God” needed stabilizing feedback to avoid exploding or dissipating.

  • Undead” combined a Demonic aspect and a Physical Body in Normal Space. They needed constant energy inputs to resist the drain of Subspace.
  • Faerie combined a Manitou aspect and a (Living) Physical Body in Normal Space. They dissipated excess energy as a variety of powers.
  • Elementals occurred when a Manitou anchored itself into nonliving mass. They ranged from tiny things to the planetary core elemental.
  • Totem Spirits were anchored through the Empyrean (mental) Plane into a group of living things.
  • And so on.

Overall there were five major orders of life, dozens of types of symbiotic hybrids, and a lot of tinkering, Thus the characters occasionally did things like analyzing the metabolism and biology of dragons, or the genetics underlying the different power-expressions that led to storm, fire, ice, and primal giants. After all… once they knew how something worked, they could figure out how to manipulate it to be more to their liking.

Alas, however, d20 and Pathfinder don’t really go into that kind of detail. There are reasons for that. They have many writers, so maintaining any kind of consistent physics is near-impossible to start with and (worse) going into that kind of detail would mean that the game master would need to study a lot of physics before running the game. Pathfinder’s writers in particular are very reluctant to introduce any new mechanics (preferring to refluff old ones, which is how they wound up with Psychic Spells and with Grit, Ki, and several other kinds of points which all work the same way while supposedly representing wildly different processes) for fear of the kind of unexpected rules interactions / exploits that so plague 3.5. That, in fact, was a part of the reason for Eclipse; you can use it to build exotic mechanics (such as the Nymic Mage), while maintaining a basic consistency.

So this won’t really work. D20 tells us that the Negative Energy Plane is full of undead (who, if they had negative metabolisms, should respond to being there like positive energy creatures do on the Positive Material Plane – although they’d probably disintegrate instead of exploding), that negative energy creatures cannot grow or reproduce except by infecting or consuming positive energy creatures, that negative energy creatures cannot gain levels save by stealing positive energy from truly living creatures, and that negative energy is inherently entropic and entirely destructive. Negative energy creatures can amalgamate with each other – but that’s merging, not growth. Thus a negative energy creature will always have to have a structure provided for it somehow.

I think the closest things to this in d20 are the half-undead templates from Dragon Magazine. Of course, there’s no reason why you couldn’t have a half-undead ecosystem going.

And I hope that helps!

Mystic Links and Sympathetic Magic Part II

And to continue from Part I

Class-4 Links:

Things the target made come next. A book they wrote (unless, of course, it turns out to be a hoax or the product of a ghost writer. Mass publication versions are generally reduced to Class-2), a home they built, a place – perhaps their study or workshop – that they made theirs over the years or a masterpiece they sculpted. These would not exist without their creator – and so the link is strong and unique. Such a link can be used to find the target, to determine if they are all right or if something is warping them, to transmit a healing effect to them (“puppet healing”) or it could be used to contact their spirit with a séance. Do you get a sense of a craftsman’s personality and presence from their workshop, or “hear” an authors voice in his or her works? Some people would say that that’s just a combination of deduction and imagination. A sympathetic mage knows it to be the lingering touch of the spirit reaching across the links that it has forged.

Psychics looking for lost people, spiritualists conducting seances, people seeking revealing dreams by tucking some memento beneath their pillow, successors tearing down a hated prior rulers monuments and erasing all records of their achievements in the belief that this will somehow harm their predecessor, inexperienced swordsmen hoping that the hand of the master who made their sword will guide their hand in battle… all of them are attempting to exploit mystic links at this level.

This sort of thing tends to be mostly the province of investigators and researchers. Can someone “read between the lines” and extract more information from someone’s diary than it actually contains? Can they sleep in the slain wizards workroom and hear his or her voice offering wisdom from beyond the grave? Can the psychic find the long-hidden treasures hidden in the crypts, or ask an ancient pharaoh’s spirit how he defeated the Lovecraftian Horrors when they last rose to invade four thousand years ago?

Secondarily, however… haunted weapons and spiritual touchstones – items which are linked to a spirit and which allow it to help, hinder, or simply influence the current bearer – are standard elements in fantasy fiction. Thus the television version of Hrothbert of Bainbridge (AKA Harry Dresden’s magical advisor “Bob”) and his bond with his old skull – or the Japanese legends or murdered smiths who haunt the swords they made until their wielders avenge the swordsmith’s murder. Is one of Voldemort’s Horcrux’s from the Harry Potter novels really much more than this with a minor enchantment to embed a few of his hit points in the item?

Pele’s Curse” may be a modern myth rather than an ancient one, but it fits in here. Pele – the Volcano Goddess of the Hawaiian Islands – is said exploit the crafter’s link to send bad luck to anyone who carries off any of the stones she works so hard to create. Presumably she’s at war with whatever god is responsible for Erosion too.

  • A Class-4 (or -5) link also offers the possibility of Possession when a powerful spirit overrides a weaker (or badly conflicted) mind. Such instances can use the rules for Cursed Lycanthropes. A blade linked to a vengeful spirit might be easy to use, but it’s hardly safe.
  • Class-4 Links are usually good for 2d4 major uses and are notable for allowing subtle spiritual influences to pass over them without damaging the link. The actual passage of a spirit, however, is a fairly major event and does damage the link. Even if your murdered father passed on the six-fingered sword he forged to you, and helps you wield it effectively… there will only be so many times that he can directly intervene on the material plane to save you. You can, however, get all the advice-filled dreams that he wants to send you.
  • Blocking the use of Class-4 links without damaging the item in question is tricky, simply because such an effect needs to be applied to the item in question rather than whoever happens to be using it. A level two effect will work for a few moments – long enough, say, to transfer an item to some form of secure containment. A level four effect (such as Exorcise) will work for a full hour (but no longer since there is no spirit in the item to resist the return) and a level five effect for a full day.
  • Breaking a Class-4 link is often surprisingly easy. All you need to do is to rework whatever-it-is. Reforge that sword, or enchant it. Rebuild the house. Expurgate the book and fill in the missing bits with other people’s ideas. Breaking such links without damaging the item is much trickier, and tends to call for sixth level effects.
  • Amplifying a Class-4 Link is relatively straightforward; an effect of level 2+/4+/6+/8+ can transmit 1d3 Prestidigitation Level/Zero Level/First Level/Second Level effects over such a link, but that’s the upper limit. This does, however, count as a single use of the link.

Class-5 Links:

Items that the Target invested themselves – their time, life, and emotions (or, in the case of Relics, their character points) – in come next. Did a man cling to the house he built and live out his days there? Is your link a bundle of old love letters from an intense romance? A personal diary, into which the target poured their hopes, dreams, and most emotional memories? A book they wrote about some passionate interest? The weapon which killed them, their wedding ring, or some other item bound up with a major part of their lives? A Relic they created? Did two people swear Blood Brotherhood and really mean it and live up to it? Of perhaps they are mystic twins? On a larger scale, what about the revered battlefield where some great empire was founded and declared? Such things are powerful links indeed – often enough to allow a spirit residing on the outer planes to manifest or channel power through into the material world without straining the link.

Also in this category we have “Love’s Pain” (The Book Of Vile Darkness) – one of the more infamously bad examples of using link-based magic in d20. All you needed was someone who dearly loved your Target (which could be artificially induced with other spells since there was nothing in the rules about “True” Love), and a way to fix Intelligence Damage (pretty trivial) – and you could remotely annihilate any creature that did not have Immediate-Action or Precognitive access to an Antimagic Field. And it was only level three. This was promptly banned by every sensible game master (or at least I never saw anyone who allowed it as written). These rules will help somewhat – an artificially-induced emotion won’t create a link without time and interaction with the target – but it’s still far too low a level.

I gave a nod to the same idea with the level nine Deathlink spell (Paths of Power II or Complete) – but it had a ten minute casting time, did less damage, required the ritual sacrifice of another being of the same race, allowed spell resistance, and – if the target saved – it knew where the sacrifice was being made and got to see who was attacking him or her. Honestly… you were much better off summoning a creature and using a Baleful Teleport or something to send it to attack someone. Deathlink was more of warning shot, or an announcement that “Hey! You! I AM COMING FOR YOU!”, or perhaps a softening-up attack then it was a real attempt to kill any foe who was worth spending a ninth level spell on.

Eclipse includes Ties Of The Blood among the level ten spells – a ritual effect that calls for “ a material item with psychic or physical link to the target. A favored watch or piece of cloth the target has worn will do, but hair is better, and blood is best”. It lets the caster transmit up to three level four and under spells to the target at any range, and across dimensional barriers, if they’re cast within the next one minute. Especially good ingredients increase the spell level limit to 5, while poor ones reduce it to 3. Higher-level variants can transmit higher-level spells at +2 spell levels per +1 level of the spells transmitted. Importantly, it the spell uses up the material used as a link – so you can’t just keep casting it over and over again.

Ties Of The Blood is a wonderful way of disposing of treacherous flunkies and other relatively minor annoyances (or perhaps a way to teleport them to you) – but, once again, you’re throwing around epic level magic and hours worth of the time of an epic level spellcaster to launch a few relatively low level effects. It’s certainly impressive to see the flunky you forced to betray the Dark Lord start screaming “No! Master! Please! FORGIVE ME!” before being plane shifted to the abyss to become a demon-plaything when the Dark Lord is still a thousand miles away, but it’s really not a worthwhile combat tactic.

Those limitations are quite intentional. Sympathetic Magic has always been a way for those who are unable to get back at an enemy or influence the outcome of events in any other way to tell themselves that they were actually doing something effective. Actually making it effective though… that’s asking for a thousand minor spellcasters to take down your Dark Emperor. How many present-day politicians would still be around if sympathetic magic actually worked as advertised?

Now, if you want a cantankerous – but not technically undead – spirit haunting a house, such as Captain Daniel Gregg in The Ghost and Mrs. Muir (1947), this is the route to go. The spirit can hang around, perform various minor tricks, and complain about annoying adventurers in his house pretty much indefinitely – but trying to do things like call in his ghostly crew will soon exhaust his powers.

  • Class-5 Links are usually good for 2d4+1 major uses and allow major spiritual energies and minor magical ones (prestidigitation effects) to pass over them without damaging the link. While major spirits will still expend a use to pass over, mere mortal ghosts can come through and hang around as long as they please. Anyone possessing a Class-5 link can use it to locate the owner, to determine if he or she is still alive and his or her status, and various other personal details with minor rituals. Similarly, prayers and similar communications pass over such links with no problems.
  • Blocking the use of Class-5 links is difficult. Blocking incoming links requires the use of a level five effect for an hour and a level six effect for a full day. It’s rarely important though; the nature of Class-5 links is such that they’re most often foci for an entity trying to exert its will on or around the linked item. If such attempts are unwelcome, you can simply leave said item behind. Attempting to use such an item to influence the creator is possible – but if you can reasonably get a hold of someone’s most cherished possessions in the first place you can probably deal with them directly.
  • Breaking a Class-5 link is – once again – fairly easy. Destroy the linked item. Breaking such a link without doing that is much harder, calling for a seventh level effect.
  • Amplifying a Class-5 Link is relatively straightforward; an effect of level 3+/5+/7+/9+ can transmit 1d3 Zero Level/First Level/Second/Third Level effects over such a link, but that’s the upper limit. This does, however, count as a single use of the link.

Class-6 Links

Things that were once a true part of the target are next. A brick from a castle wall, fingernail clippings, hairs, blood, or teeth from the target… These are some of the most powerful links commonly available. (Bodily wastes would come in here, but they’ve been rejected by the body and expelled – and so their link is greatly attenuated). Perhaps best of all… a piece of a child’s placenta, carrying it’s DNA. That’s both a part of it’s body and the physical manifestation of the link with its mother that gave it life. Now we are cooking with magic gas. Even a minor mage could use such a link to manipulate the target in all sorts of ways or to tap into their power (as in, for example, The Tales Of Alvin Maker). Classically having access to a detailed horoscope of a target might count on this level – after all, you were laying your hands upon their very destiny – but these days the stars usually aren’t credited with having THAT much influence on people. Class-6 Links are generally good for at least 2D4+2 uses before their power fades – and they can transmit cantrip-level effects without strain up to once an hour, including the variegated results of spells such as Polypurpose Panacea and it’s reverse, with a minor ritual.

Sympathetic Magic at this level is a standard part of many game systems with more subtle magic, such as Shadowrun, Fantasy Wargaming, and World Tree – but generally isn’t easy, requiring either lots of time and resources or special training to use. In d20, this is how a soul binds to the body – explaining the limitations of the Clone spell, the need to have a body part to perform a Resurrection, and why the creature being resurrected will gain some knowledge of who is doing it and why. Using that link to draw a spirit back from the outer planes weakens the link unless greater magics are used – and so the spirit hangs on to the body less well – “losing a level”.

This is also where we find Correspondence Tablesmassive lists of the magical properties of various items, times, astronomical events, and many other items. Each proper correspondence included enhances appropriate magic. Thus, using a WAND made of CHESTNUT with a RUBY tip polished with JUNIPER oil and a shaft inscribed with the norse rune KENAZ (Beacon or Torch) in RED while MARS is ascendant includes seven correspondences to fire – and so will lend considerable extra power to any fire magic that is cast using it. If properly made it will last indefinitely, just like the power of a Coat of Arms or Holy Symbol. (This is the sort of thing that the Ceremonial Magic rules in Continuum II were used to make, but few players are inclined to bother these days. Personally, if someone wanted to work on this sort of thing, I would certainly let them get some boosts out of it. After all, it requires involvement, interest, and at least a few minutes doing research).

Guardian Poppets are the primary answer to “blocking” links. You make a doll that looks like you, you add some of your blood, fingernails, skin scrapings, etc, to its construction, and you perform a small ritual to activate it – and until its link fails or the poppet is destroyed, it will suffer the effects of effects coming in over Class-0 to Class-6 links instead of you. Construct Poppets (use the statistics for a Poppet, a Soul-Bound Doll, or similar construct) can be “fed” additional bits of materials – not only disposing of lost hair and fingernail clippings and such safely but renewing the constructs link. For +300 GP it can be given Immunity to Cantrips. For +500/1500/3000 GP such a construct can also be given the ability to suffer the effects an individually-directed attack – a sword-blow, spell, poison, or whatever – for its master 1/2/3 times per day with the owner choosing when this effect activates. Unfortunately, a Guardian Poppet must be kept on or near the owner’s person to function properly, so they cannot entirely prevent the use of links to locate or scry on the user.

If a setting makes extensive use of mystic links, well, here is an obvious countermeasure – and one that’s pretty cheap and easy to obtain. Pretty much anyone (and any structure or place) of the slightest importance will probably be so protected, meaning that effective use of sympathetic magic will usually have to be subtle and indirect. Secondarily, this is a bit of a nerf for “save or suck” and “save or die” effects. After all… a Poppet generally can’t be struck dead, or suffer the effects of poison, or be level drained. I suppose someone could try to get really clever – using a Baleful Teleport or Maze effect against someone, letting it get diverted to the poppet, and then grabbing the Poppet to use it against it’s owner before the link fades or it gets replaced – but if someone is getting that elaborate, then good for them.

One version of Asahina Ninsei, Emperor of Rokugan, spent years having agents bring him bits of stone from all across his empire – and inlaid them into a great map of the country. Using those links, he gathered up the unused diffuse magical power of the land, the seas, and the sky, focused it – and channeled it out again to the various clans, reserving the ability to adjust how much power each clan received to run their magitech.

On a personal scale… perhaps a mage can use a bit of powdered dragon eggshell to draw on the power of the dragon that hatched from it, lending great strength to his or her spells – although it would probably be wise to make a deal with the dragon before trying this.

  • Blocking the use of Class-6 links is difficult. Blocking incoming links requires the use of a level six effect for an hour and a level seven effect for a full day. Of course, given the effectiveness of Guardian Poppets, there’s usually no point in doing so.
  • Breaking a Class-6 link is actually relatively easy; since they can transmit worthwhile effects and are usually simply bits of tissue. A fourth effect spell will do 3d4 damage (generally more than enough) to up to one item with a Class-6 link per level. A second level effect will do the same to any one such item.
  • Amplifying a Class-6 Link is relatively straightforward; an effect of level 2+/4+/6+/8+ can transmit 1d4 Zero Level/First Level/Second/Third Level effects over such a link, but that’s the upper limit. This does, however, count as a single use of the link.

Class-7 Links

A living parent or child of the target is perhaps the potent link of all, combining very high levels of contagion, sympathy, and correspondence in one convenient emotion-laden package. Of course, such links work both ways – and using them is often pretty unethical. A Class-7 link can transmit first level effects up to once per hour and second level effects up to once per day without strain with a minor ritual – but whatever effects are used will affect both parties involved. Given that kids are rarely capable of surviving the kind of things that a worthwhile target can, this still isn’t a lot of use in inflicting damage without boosting the link substantially. Things like “Charm” or “Suggestion” are a much better bet. On the helpful side, however, leaving your kids with some priests while you go off to fight in a crusade may well get you some monitoring and remote help in emergencies.

Perhaps the most classic example here is sacrificing your firstborn – turning your child over to some monstrous being in payment for it using the link you have so provided to channel power to you. Of course, such links are incredibly dangerous – for if and when you die, that same link will let that being claim your soul as well. There is a reason why this is considered one of the most insane and depraved branches of black magic.

Karnel Thorn – a remarkably unpleasant mage – was noted for using spells involving mystic links. Perhaps his most infamous was the ninth level Porcine Polymorphism. It propagated over blood links, targeting an additional 3d6 individuals wherever they might be – first affecting children, then parents, then siblings, and then more distant relatives, affecting whoever the first target liked best in a group if it couldn’t get them all. It was, of course, permanent unless someone used very potent magic to remove it and forced it’s victims to act like pigs as their minds slowly degraded.

He also had a “Butcher Pig” spell.

Of course, he was a first edition character, but it’s the principle that matters.

  • The only other in-game distinction between a Class-6 and a Class-7 Link (besides benefits noted in specific spells, such as Deathlink) is that using a Class-7 Link will bypass the effects of a Guardian Poppet. The link is well enough tuned to recognize the real target.

Unclassed Links:

Finally, we active magical links – open channels set up to transmit magical energy – and what is arguably the ultimate link (if they actually exist in a given setting) – a creatures True Name. An expression of their essence, their destiny, and their history. In magical terms knowing a creature’s True Name is basically having a firm grip on one of it’s more vital internal organs. It’s not a link so much as it is being able to reach out and touch them at whim. It’s the old “The name is the thing” routine. Thus changing how your pronounced the “true name” of a thing can control or transform it.

At least in fiction and legend true names are used to summon, control, and banish various magical entities, are the vulnerable points of wizards, and grant the user many powers over what he or she names. Of course, if you don’t know the name you need… you are simply out of luck.

A True Name or active magical link has few inherent limitations – but most magical links are carefully limited by their creators while the effects of True Names depend on the setting – and True Names are notoriously difficult to acquire. In some settings only the Goddesses of Destiny, Motherhood, and Naming will know any individuals true name, for they and they alone whispered it in the fastnesses of their hearts when they were born. In others they are known initially only to those who meditate and seek within themselves to find them – and sharing them with another is perhaps the ultimate mark of trust. In other places, of course, it’s simply whatever you were named as a child – but if True Names actually mean very much in a setting, personal True Names are going to be well-hidden secrets.

Eclipse defaults to a watered-down version where knowing some things True Name simply gives you some bonuses when dealing with it, but that’s likely to vary with the setting. For example, Legends Of High Fantasy includes Quilopothic Magic (the magic of breaking the universe) with one of it’s arts being Namebreaking – magic involving using, bestowing, or altering True Names. As it says there…

Using Namebreaking on yourself is especially perilous; such changes well up from within rather than being imposed from without, and so tend to change the user’s memories, personality, and “real” physical structure. If a Sorcerer uses Namebreaking to give herself thick fur to survive being lost in the arctic, she’s likely to get claws, memories of being a native, and a predatory personality to go with it. She might be able to change back IF she remembers who she is – but will have to mentally reconstruct her old appearance. A simple “dispel” effect will not work; the old version is gone, the new one is what is currently “real”. In general, Namebreaking spells are a level or so higher than equivalent spells from other disciplines, but become one level easier if you know the true name of your target. All Namebreaking effects are necessarily single target.

  • I can’t really provide rules for Unclassed Links, since they’re set up in a variety of ways (usually Mystic Link in Eclipse, but there are other ways) and the nature of “True Names” is going to vary with each game and game master. Anyone tinkering with such things will just have to experiment and see what happens.

Sympathetic Magic through the editions in Dungeons and Dragons gets… complicated.

First Editions spell components often used classical magical concepts. Saltpeter was extracted from guano and was used to make gunpowder – ergo, with enough magical skill, you could use a bit of bat guano to create a massive explosion without all the bother of actually making a keg of gunpowder. A tiny “tin can telephone” could be used to send messages. Pearls could be dissolved to gain knowledge – “Pearls of Wisdom”. The game included explanations of where magical energy came from and how it was handled. Wizards did mysterious things with strange paraphernalia to produce effects that mundane characters did not understand. Thus the more complex spells had long casting times and were easily interrupted. A bucket of water, or being shoved, would ruin the mightiest spell – and they took long enough to cast that many of the enemy would have a chance to try something like that.

A lot of those details were dropped from Second Edition. The information on how magic was supposed to “work” turned into pure game mechanics. The ritualistic verbal and somatic components turned into ways to restrain spellcasters a bit and the physical components split into flavor text and expensive stuff that kept powerful spells from being used too often. The idea that varying the components would produce strange changes in the spell vanished too. Soon enough, nobody thought of spells as complex, delicate procedures involving delicately manipulating weird materials any more – which paved the way for the introduction of “concentration” and “standard action” spells.

Third Edition still listed some of the flavor text components – in part, I suspect, because older players expected them – but removed their mechanical impact with spell component pouches and/or “eschew materials”. No longer would spellcasters have to be carefully protected if they wanted to cast substantial spells – and no longer did wizards need to worry about backblast from setting off a Fireball in a confined place, or bouncing lightning bolts, or similar problems.

No longer had spellcasters spent years studying secret lore, learning lists of magical components and exotic procedures to use them. Now anyone could just decide to take a level in wizard this time.

Classical Contagion and Sympathy are extremely evocative, they (fairly obviously) fit in with traditional notions of magic, and they make a certain amount of “sense” to most people. In fact… an awful lot of people still think that way.

  • Have you encountered someone who, when someone tries to explain something technical to them using a simplified, symbolic, analogy – tries to poke holes in the analogy instead of considering the point? They’re attacking a simplified, symbolic, representation of something and believing that doing so has some real effect. They’re attempting to use sympathetic magic – and will usually believe that they’ve been successful.
  • Have you seen someone try to “disprove” an argument or statement by attacking the person making it in the belief that – if they can just associate the source with ideas that they are sure are wrong – it will somehow invalidate the point? As if associating two separate ideas will somehow make them be linked with each other? That’s the principle of Contagion.
  • How many people have little compulsive rituals that they perform because they feel that – if they do not – something will inevitably go wrong? They’re performing a ritual spell to ward off misfortune.

Magical Thinking is the normal state of affairs for much of humanity. Second Edition dropped most of the “how magic works” stuff in favor of pure game mechanics because entirely too many people thought that the magical references were real, and meaningful – and “satanic”.

Still, even in first edition… classical magic was never a major element of the game.

That’s for good reason.

Unfortunately, the major features of Magic using Sympathy and Contagion are not especially game friendly. It takes a lot of time and components to use, the player has to come up with a ritual, other characters generally have nothing to do while said ritual is being performed, and such rituals work from quite a long ways away.

So your target stayed at an inn last night. You show up for dinner, put your horse in the stables, and swipe a few hairs from your targets carriage-horses while you’re at it. You make some horse-dolls and prepare your rituals – one to scry on the horses, one to throw them into an utter panic, and one to cover your magical traces so no one can identify you after you retreat. The next day… your targets horses run away in the mountains, sending themselves, the carriage, and the target over a cliff – and you vanish, leaving none the wiser.

That’s interesting, and a classic bit of fantasy, and makes a good setup for the adventure of hunting down the evil cult or something – but by itself it isn’t going to make much of an adventure is it? Neither will using sympathetic magic to make it rain, or keep rats out of the granary. There is a reason why “Scry and Die” is so generally ill-regarded. “Blast from Afar” is even WORSE – as shown by “Love’s Pain”.

Adventures are about dealing with the dragon up close and personal – not about phoning it up and talking it into a trade or hypnotizing it from afar to compel it to move or give you a part of its horde. They’re about breaking the siege in battle or sneaking out to strike at the enemy leaders, not about conducting a ritual in a nice safe chamber and making the besiegers stores of food rot so that they have to go home.

Each edition has included a scattering of spells and powers that use (or at least refer to) the concepts of sympathetic magic – enough to be evocative and vaguely imply the use of mysterious powers of magic – but not enough to cause difficulties with the game.

That’s why Ritual Magic – in both the Legends Of High Fantasy and the Eclipse versions – is set up to generate quests and adventures in its own right, with actually performing the ritual being something of an afterthought, rather than trying to have it BE the adventure.

Now, the Legends of High Fantasy ritual system does include the following set of DC modifiers for “range”:

  • Target Present (-), Line of Sight (+5), Contagion Link (A portion of target/deeply personal possession, +10), Sympathetic Link (Pictures, items touched by target, +15), Descriptive Link (“The one who stole the sacred bloom”, +20), Extradimensional Target (Additional +5), Transtemporal Target (Extra +5/Postcognitive Effects, +10/Precognitive, and +15 /Actual Effects)

So it is possible to try the “blast from afar” approach – but that ritual system calls for GM-specified ritual components that the group must go out adventuring to obtain. User’s can’t simply bypass the need to adventure, they simply get to substitute a series of fetch-quests that they CAN manage for a confrontation that they may not be able to handle,

At least in Eclipse, the strongest readily available Sympathetic Magic build is the Witch – mostly because a Witches powers are usually pretty low level and won’t necessarily disrupt the setting. Thus a Witch can take:

Sympathetic Link. A master of this discipline may ignore the range limitations of Witchcraft (and possibly of other spells) as long as he or she possesses an appropriate material link to the target or is working through a familiar within range of the target. Hair, nail clippings, dried bloodstains, or family heirlooms are all common links, though for inanimate targets a small piece of their structure will do. Poor links, such as mere scrapings of blood or an old, forgotten piece of clothing grant the target a +5 bonus on their saving throw. A link may only be used 1d4+1 times before the sympathy is exhausted. Exceptionally good links, such as a piece of a childs placenta or fresh blood, are good for 2d4+2 uses and increase the DC of resisting by 3.

That can be pretty effective if you’re clever or the game master is permissive, but it takes a lot of work to break the setting with it.

I’m still not entirely happy with this one. As noted earlier, it wanders a lot, and – while it includes a lot of evocative ideas – doesn’t really include all that many hard rules because Sympathetic Magic simply doesn’t work that well in the game as a major element. Ah well. At least it’s covered.

Eclipse And the Sha’ir

And for today it’s another question…

How would you build a sha’ir (from the Al-Qadim setting) with the Eclipse rules? The class had a 3rd Edition conversion (in Dragon magazine, reprinted in the Dragon Compendium), but that version made some small-but-significant changes to how the class functioned.

-Alzrius

Ah, sha’ir spellcasting! Any spell you want, at any time, with no books or memorization! All you have to do is send your minor Genie Familiar – your “Gen” – out to fetch them!

It has been a long time since anyone asked about sha’ir – and I must admit that that is for fairly good reason. As written in second edition…

  • They can only have one spell ready at a time.
  • They lose that spell it in thirty minutes if they don’t cast it (not long enough to scribe it, so they can’t be a source of scrolls or spell formula).
  • They can only ask for “Common Spells” (Level one or two and normally available in the setting) or spells which they’ve seen used. (How did you decide what spells a new sha’ir might have witnessed before starting play? Wasn’t it at least POSSIBLE that you’d seen a magic show, or witnessed a duel, or seen their great-uncle the retired adventurer use a few spells, or something? There never was an answer for that).
  • They need to supply the spell components for their spells, which can seriously hinder the use of some of them.
  • They will often find that they can’t get spells at all, since their gens don’t like to be disturbed at night, and take vacations, and so on.
  • They don’t always get the spells they want, since their gens don’t always succeed at finding them. The base chance of success is [50% + (5 x shair Level) – (10 x Spell Level)]%. For special modifiers we have: +10% for Common Spells, -30% for Divine Spells (plus a 10% chance per level of the spell of suffering minor divine retribution when you cast it), -30% for spells that weren’t on the list for the setting, and a cumulative -10% for each prior failure looking for a particular spell in a day. And even at best, the chance is capped at 90%.
  • It takes (1d6 + Spell Level (+1d10 on a “00″)) minutes (arcane spells of Level/2 rounded up or less that are normally available in the setting), tens of minutes (arcane spells of higher level that are still normally available in the setting), or hours (divine spells or arcane spells that are not normally available in the setting), to have a gen fetch a spell.
  • If you lose your gen, you can’t do any spellcasting until you get a new one – and each new gen is less loyal and slower (+1 time increment) about getting spells than the one before.

Sure, your first level sha’ir may be able to get a fifth level arcane or second level clerical spell that he or she has seen used, but the chance to get it is only 5% – and trying requires (1d6+5) x 10 minutes for the arcane spell and (1d6+2) HOURS for the clerical spell. Worse, with the failure penalty, they’d only get one try per day. If it was a foreign or clerical spell… they’d need to be at least level nine to get that 5% chance.

A ninth level sha’ir looking for Wall Of Stone? 1d6+5 Minutes, 45% chance of success – and a 22% chance that they would not be able to get it today at all. Of course, if they were lucky they might get it six or seven times – albeit at 1d6+5 minutes each time.

So what were the writers thinking?

This actually gave a sha’ir a lot more spells per day than a standard magic-user. It took a magic-user (or cleric) fifteen minutes per level of the spell to memorize one spell. If you spent four hours memorizing spells each day, your daily magical budget was sixteen spell levels – perhaps a fourth level spell, a third level spell, three second level spells, and three first level spells. If you cast more than that you were draining reserves that might take days out of action for you to rebuild – which was why a wand or even a few scrolls were such good treasures. Had you gotten a hold of a Wand Of Frost (100 charges, Ice/Sleet Storm or Wall Of Ice for 1 Charge, 6d6 Cone of Cold (treating 1’s as 2’s) for 2 Charges, rechargable)? It might well become your magic-users go-to weapon for most of his or her adventuring career – just about as vital as the paladin’s holy sword (should he or she be so lucky!).

The ideal situation for a sha’ir was 1) Party scouts out area, 2) Party waits until the sha’ir has managed to get a hold of a spell that will be really useful (or vital!) to whatever plan they come up with, 3) Party moves in, sha’ir casts his or her spell, and immediately sends his gen out after another spell – probably something low level – that he or she thinks will be useful. 4) If the sha’ir is lucky, he or she may get another low-level spell to use during the initial fighting. If not, it will most likely be ready for the next problem if the party keeps moving. Otherwise… the sha’ir will have to rely on scrolls and magic items, just like the standard magic-user (who will probably have used a fair chunk of their sixteen level daily spell budget already).

Did the surviving orcs set a fire for cover, fall back, barricade the corridor, and turtle up? That gave the sha’ir plenty of time to get a hold of another spell.

The trouble was, that the way the game was actually played often greatly favored the standard magic user, who knew just what he or she had available and had it available RIGHT NOW. It was very common to just treat the “maximum number of spells prepared” chart as “spells per day” (which it was never meant to be), and that meant that spells were thrown around in every fight instead of being saved for special situations. Similarly, it was easy to ignore the limits on how many spells a magic-user could learn, to ignore how easy it was to disrupt spells (and how long they took to cast), to skip past much of the difficulty of acquiring spells, to simply kick in the door instead of carefully scouting and planning, and to press the attack rather than risking giving the enemy time to prepare (even if that left you with no time to prepare yourself). After all… no one BUT the sha’ir really needed time to prepare once the adventure was underway.

Of course, when the party was stuck, and needed a specific high-powered effect to proceed… they could sit back for a while and let the sha’ir try to solve their problem. They needed to teleport to another continent? A first level sha’ir could try to do that if (and it was a pretty big IF) he or she had ever seen that spell in action – but it would take an average of twenty days to actually do it. Adventurers usually wanted to get things done faster than that, so that sort of thing was never a particularly popular option in actual play.

In a lot of ways the sha’ir was the first “per encounter” spellcaster – albeit with a side-order of ritualist. Unfortunately, in a game of resource management, that made them far too weak (one or maybe two spells) when it was time to blow resources in a tough situation, often useless in sudden emergencies, and far too powerful during downtime. After all, a high-level sha’ir could – in theory – throw a LOT of spells. At level twenty they had a 90% shot at sixth level spells in (1d6+6) minutes (call it an average of ten), and so might well be able to throw an average of fifty-four sixth level spells in a day (ten eight hour days worth of spell preparation for a standard magic user!) – even if they WOULD have to change what they were asking for fairly regularly.

That gave them plenty of out-of-combat use of spells like

  • L1) Comprehend Languages, Mending, Mount, and Read Magic.
  • L2) Continual Light, Locate Object, Rope Trick, and Whispering Wind.
  • L3) Clairvoyance, Clauraudience, Explosive Runes, Find Water, Invisibility 10′ Radius (which lasted until you attacked), Item (currently “shrink item”), Non-Detection, Phantom Steed, and Sepia Snake Sigil.
  • L4) Detect Scrying, Enchanted Weapon, Hallucinatory Terrain, Magic Mirror, Remove Curse, Wizard Eye, Fire Trap, and Dig.
  • L5) Animate Dead, Dream, Fabricate, False Vision, Sending, Teleport, Stone Shape, and Airy Water.
  • L6) Contingency, Enchant An Item, Geas, Guards and Wards, Legend Lore, Permanent Illusion, Move Earth, Stone To Flesh, Part Water, Transmute, Control Weather, and Invisible Stalker.
  • L7) Mass Invisibility, Sequester, Teleport Without Error, and Vision.
  • L8) Antipathy-Sympathy, Clone, Permanency, Polymorph Any Object, Symbol, and Glasteel.

Sadly, since they did have to keep swapping what they were asking for regularly, what they had at any given moment would be more or less random – and so they didn’t actually get to cast those spells nearly that often. And if that twentieth level sha’ir asked for a ninth level spell… there was only a 60% chance of getting it and it took at least (1d6+9) minutes to even try.

Then third edition turned a lot of “the way it’s usually played” items into hard rules. Now the “maximum number of spells prepared” chart was indeed spells per day, it only took an hour to prepare all of them, spell formula were easily purchased, concentration checks often let you cast a spell even if you were interrupted, and turn-based combat meant that spells were cast much more quickly – so opponents no longer got many chances to interrupt (and thus a mage no longer had to be carefully defended by other characters to cast any major spells), most spell components were assumed to be available in your spell component pouch, and you were no longer limited in the number of spells you could learn.

And now the sha’ir was blatantly inferior to a normal wizard in everything but out-of-combat utility – which wasn’t a big thing in most games. Out-of-combat utility spells tended to be taken along in wands and scrolls just in case you needed them.

Fourth Edition could have revived the concept, but while Fourth Edition embraced the “per encounter” system, it wasn’t big on scouting, delays, or wildly flexible abilities that could seriously disrupt those encounters. Fifth Edition… well, it could still shift course, but it doesn’t seem to be headed towards the sha’ir’s “can try for anything” style at the moment.

So there are several ways to look at this. We can either copy what the Sha’ir actually did or we can give them an ability set that works like they were probably intended to work as updated for 3.0/3.5/Pathfinder.

For the “what they actually did version” we’ll want…

The Sha’ir (96 CP if bought gradually or can be taken as a +3 ECL Template for “Born” Sha’ir).

  • Skill Specialties in Knowledge/Arcana, Spellcraft, and Knowledge/The Planes, Corrupted / all the same: “Genies and their Works” (2 CP).
  • Power Words, Specialized and Corrupted for increased effect: User can only store one spell at a time although it may be of up to level nine, user must “cast” it normally (complete with Arcane Spell Failure) and must provide any components for it, only to store spells transferred from the user’s Companion, spells are always cast at the user’s level (6 CP).
  • Major Favors (Geniekind) with +4 Bonus Uses (12 CP). Among many other possible favors, sha’ir can ask the desert Janni for guidance and hospitality, ask the greater spirits to provide transportation to and from the Elemental Planes (they normally throw in about a months protection from the local planar effects as a bonus), or even ask for an audience with a great lord of Geniekind. Genies do tend to want return favors later on of course and won’t grant wishes without a compensating service, even as a favor.
  • Immunity / Elemental Attacks (Very Common, Severe, Minor, 10 CP). Provides 12 points of resistance or – if resistance is not relevant – +4 to either AC or the relevant save as needed to protect against a particular elemental effect. This will allow the user to survive on the elemental planes for some time. (Note that their gen familiar increases this to Major Resistance (30 points of Resistance or a +6 bonus) against the element their familiar represents).
  • Major Privilege (6 CP): Geniekin. Genies consider sha’ir to be relatives, treating them fairly and with some goodwill. Moreover, sha’ir can use items made for Genies (a form of “Device Use”, but basically free since no such items normally exist). Finally, a sha’ir can recruit a Genie (Janni, Djinni, Efreeti, Marid, or Shaitan) as an ally provided that it’s ECL is no more than two higher than his or hers. Such an ally will want at least a half share of treasure, counts as a party member for experience point computations, will not grant wishes without proper payment (25,000 GP), and has it’s own motives. While it is there to help the sha’ir, it will not do suicidal things or fulfill unreasonable requests. If it’s more powerful than the party, it will tend to regard itself as being a babysitter at best. Furthermore, Genies aren’t very sociable with mortals. Asking a Genie to run a minor errand in town may lead to all sorts of problems. Only one Genie will accompany a Sha’ir at any given time; they aren’t very sociable with each other either.
    • Unfortunately, this doesn’t mean that an enemy Genie will refrain from fighting – but it will probably offer to recruit the Sha’ir before the fight starts.
  • Genie Summoning:
    • Inherent Spell / Dismiss Genie with +4 Bonus Uses (L3, requiring user level 5, as Dismissal, but Genies Only. A Dismissed Genie cannot return for a year and a day) (12 CP).
      • The original sha’ir could use “Genie Traps”, but there were long term penalties for trapping Genies (even if you didn’t demand wishes). To avoid that mess I’m giving them an option to call Genies to help out, but not to grant wishes. Similarly, a Genie Prison has become “Banished for a year”, which is close enough in most games.
    • Summon Genie I: L4, requiring user level 7, as per Summon Monster, but 1 Janni or 1d3 Mephits. (3* CP).
    • Summon Genie II: L5, requiring user level 9, as per Summon Monster, but 1 Djinni or 1d3 Janni or 1d4+1 Mephits. Note that summoned Genies – regardless of type – cannot grant wishes. (3* CP)
    • Summon Genie III: L6, requiring user level 11, as per Summon Monster but 1 Efreeti or Shaitan or 1d3 Djinni or 1d4+1 Janni. Note that summoned Genies – regardless of type – cannot grant wishes. (3* CP)
    • Summon Genie IV: L7, requiring user level 13, as per Summon Monster but 1 Marid, 1d3 Efreeti or Shatan, or 1d4+1 Djinni. Note that summoned Genies –  regardless of type – cannot grant wishes. (6* CP).
      • *All the Genie Summoning spells are Specialized; once one is used, that particular spell cannot be used again for seven days. In addition, using them requires a Genie Seal – an palm-sized disc of precious metal set with small gems and inscribed with intricate elemental and magical sigils. It has a minimum value of 100 GP x the Highest Level of spell it can be used as a focus for – thus a minimum of 300 GP for Dismiss Genie up to 700 GP for Summon Genie IV. Summoned Genies will, however, remain for an extra round if the item is worth 2000+ GP or enchanted (it counts as an Amulet, and so uses the throat slot).
  • Basic Magical Lore: +1 Level of Wizard Spellcasting with no Base Caster Level, Specialized and Corrupted / only to let them understand the basics and use magical items (4 CP)
  • Empowerment, Corrupted for Increased Effect (user may add charges as well as substituting his or her power for them) / only works with Wands and Staves (6 CP).
    • Empowerment Pool: 4d6 (14) Mana, Specialized / only for use with Empowerment (2 Mana = 1 Charge) (9 CP).
    • Rite of Chi with +3 Bonus Uses, Corrupted for Increased Effect (automatically gets 14 points) and Specialized for Reduced Cost / only works overnight, only to refill the Empowerment Pool (5 CP).
      • Most sha’ir should be able to get a hold of a wand or two fairly quickly. After all, given a week they can charge up a mostly-depleted one – a very valuable service.
  • Mephit Companion (Familiar) with the +2 ECL Sha’ir Gen Template, Specialized / Demands occasional quests on behalf of geniekind under penalty of no spells, is difficult or impossible to contact while it is resting (8-10 hours per day), must be paid 10 GP/Level/Month, insists on being treated as an honored ally. If mistreated, a sha’ir gen takes two to three times longer to get spells, may take off for a month, or may demand a fee of up to 1000 GP/Level to return to work (9 CP).

Classical Sha’ir Gen Template:

  • Spellforging:
    • Immunity / the normal limitations of Ritual Magic. Spellforging Rituals are quite quick, immune to most external modifiers, and require little or nothing in the way of components (Common, Major, Epic, 27 CP). Note that, as a natural-law immunity, this can be expected to have a pretty major impact on the game.
    • Immunity / Interaction With Reality (Very Common, Severe, Great, Specialized / Only works while the gen is conducting it’s rituals or resting, 18 CP). Only very high-level effects, such as Wish, can interfere with a gen’s “search for a spell”. Gens normally find spells, rest, and take time off, on the elemental planes – with no defined mechanism for finding them and at no risk. This covers that.
    • Ritual Magic, Specialized and Corrupted for Increased Effect / only to duplicate spell effects, the spell effects produced are always transient and unstable; they cannot be stored for more than half an hour, cannot be used to make items, and cannot be inscribed into spell books. Components have no effect on the ritual check, only produces effects duplicating spells which must be either released or stored immediately, failed rituals have no consequences (6 CP).
      • Check: 1d20 + Level versus DC ( 10 + 2 x Spell Level, +6 for Exotic or Clerical Spells, +2 per unsuccessful try in a day). Spellcraft lets you recognize all standard spells – so Familiarity with any given spell is pretty much a non-issue.
      • Requires: (1d6+Spell Level) Minutes (for Arcane Spells of up to half your level, Tens of Minutes for Arcane Spells of higher level than that, and Hours for Divine Spells.
        • Given the existence of Ur-Priests, and the Magic domain, and dual-progression casters, and so on… I’m dropping the idea of divine retribution for daring to duplicate a divine spell effect. There’s no longer any firm division anyway.
  • Power Words, Specialized and Corrupted for increased effect: User can only store one spell at a time although it may be of up to level nine, only to store the results of it’s own rituals, only to transfer them to a companion (master) with a similar power (6 CP).
  • Immunity/having to give up it’s own hit points to be a Familiar (Uncommon, Severe, Major, 6 CP). Just add it’s hit points as a familiar to its own hit points.
  • Speaks the Genietongue (whatever that may be in a given setting) 1 CP.

Originally a Sha’ir could expend money, time, and other resources using rituals to upgrade his or her Gen. To do this in Eclipse, simply invest a few more points in your Companion to improve it. Innate Enchantment is always good, but there are lots of other ways.

I’m not actually sure if this template – or sinking enough levels into the project to avoid taking it as a template – is worthwhile. It could be extremely useful in some games, and utterly useless in other games, all depending on playstyle – and I’ve got no way of knowing what that will be.

For a modern Sha’ir?

Well, if we’re going to think about an updated version we’re going to have to think about what role the sha’ir was intended to fill – and it looks to me like the intent of the sha’ir was as a patch to the magic-user.

  • If a magic-user lost his or her spell books, they might well be semi-permanently crippled. Ergo, sha’ir had no spell books. If a gen was lost, it slowed things up slightly, but was hardly crippling. On the plot level… you could block access to a gen, or simply decree that they were on vacation, and so had an easy way to take away the mages powers temporarily – unlike removing their spell books.
  • Magic-Users were often frustrated at being unable to obtain a favorite spell. If they rolled badly, they could NEVER add a particular spell to their spellbooks unless they somehow managed to raise their intelligence, which (in early editions) was a rare, game-master-only, thing. No more of that!
  •  Magic-Users had a bad tendency to “Go Nova!” and burn through many days worth of spells at once – and then the players griped about not having anything to do save toss daggers. Ergo, a shair only got one or two spells per situation but never ran out – and automatically encouraged scouting and planning to boot.
  • Magic Users had a strong tendency to ignore much of the spell list. They learned and prepared only the “best” and most versatile spells. A sha’ir, however, would often find that their first few choices for a given situation were unavailable – and so would find themselves sorting through the spell list for the perfect spell for a given situation.
  • Magic-Users were pretty much never found undertaking weird quests or doing strange stuff. No matter how flavorful it might be Why should they? The rules didn’t call for it. But sha’ir… sha’ir got little tasks from the Genies all the time and sometimes got major quests from them. Their magic required some character interaction and occasional prices.
    • Secondarily, as a party patch… if the Cleric was down a normal magic-user couldn’t do a thing about it. A Ssa’ir could try to fill the gap – albeit very poorly and at a heavy price.

The trouble with all that is that most of those problems no longer exist. For a modernized sha’ir you want them to have more spells in (much faster) combat but a lot less out of combat, be able to recognize any spell with Spellcraft, but not know about them to ask for them, to have wide but unreliable access to spells, but not to keep halting the game while sorting out what they get. This is pretty awkward since those are kind of self-contradictory.

The 3.5 / Pathfinder Sha’ir:

  • Sha’ir channel all kinds of spells. Thus they need an unrestricted Base Caster Level, at 6 CP/Level, for a total of 120 CP.
  • Favors (Geniekind), Specialized for Increased Effect (Effects become available next round and may be “held” for up to three minutes) / Can only be used to obtain spell-like effects which may include metamagic but which the user must supply the caster level and components for. Minor Favors suffice for levels spells of level three or less, Major Favors for spells of Level six or less, and Enormous Favors for spells of level nine or less. Unfortunately, Genies are elemental beings; they may have trouble providing high level priestly magic and with whatever other spells the GM feels are inappropriate to their powers (IE: Whatever effects he or she does not wish to deal with – usually the most “broken” spells). Unfortunately, since these are spell-like effects rather than spells, they cannot be used with the standard crafting feats in the creation of magical items or be transcribed into spell books (although they can be used to recharge Pathfinder-style Staves). Save DC’s are based on either Intelligence or Charisma, at the option of the sha’ir, although the choice is permanent once made.
    • Three Minor Favors, Corrupted for Reduced Cost / once per “encounter” (6 CP).
    • Three Major Favors, Corrupted for Reduced Cost / once per “encounter” (12 CP).
    • Three Enormous Favors, Corrupted for Reduced Cost / once per “encounter” (18 CP).
      • As “per encounter” abilities these provide our Sha’irs primary magical firepower – at least one big, and potentially two lesser, spells per major scene.
    • Three Minor Favors, Corrupted for Reduced Cost / once per hour maximum (6 CP).
    • Three Major Favors, Corrupted for Reduced Cost / once per hour maximum (12 CP).
    • Three Enormous Favors, Corrupted for Reduced Cost / once per hour maximum (18 CP).
      • As “Daily” powers these favors can be used out of combat, or – in the case of a “boss fight” or emergency – tapped into within a fight for extra magic. Perhaps fortunately, however, a Sha’ir cannot expend all of his or her resources during any single battle. This also prevents our sha’ir from endlessly casting spells like “Shrink Item” during downtime. 
  • Immunity / Having to repay favors at full “value” (Very Common, Minor, Epic, 36 CP). Genies don’t really value spell effects all THAT much. After all, they are beings of magic explicitly capable of granting mortal desires. When operating from their own planes, channeling through enough elemental power to grant some sha’irs request for a “fireball” doesn’t count for much. This does not mean that they won’t want occasional services, payments, or favors – but that’s on occasional thing, despite the fact that a sha’ir will be calling on them pretty much every day.
  • Immunity / Elemental Attacks (10 CP): As above.
  • Major Privilege / Geniekin (6 CP): As above.
  • Genie Summoning (27 CP): As above.
  • Mystic Companion (CR 3 Mephit) with a +2 ECL Template (+1 ECL to buying down it’s CR for purposes of being a companion, +32 CP), Specialized / is difficult or impossible to contact while it is resting (8-10 hours per day), must be paid 10 GP/Level/Month, insists on being treated as an honored ally. If mistreated it may take off for a month or demand a present to return to work) (6 CP).
  • Basic Magical Lore (4 CP): As above.
  • Empowerment, Corrupted for Reduced Cost / only works with Wands and Staves (4 CP).
    • This version of the sha’ir cannot recharge wands and staves outside of the usual methods for Pathfinder staves, but can still preserve their charges to some degree.
  • Empowerment Pool: 4d6 (14) Mana, Specialized / only for use with Empowerment (2 Mana = 1 Charge) (9 CP).
  • Rite of Chi with +3 Bonus Uses, Corrupted for Increased Effect (automatically gets 14 points) and Specialized for Reduced Cost / only works overnight, only to refill the Empowerment Pool (5 CP).
  • Speaks Genietongue (1 CP).

That comes to a total of 300 GP – 15 CP per level through level twenty. Of course, the package includes a fair number of things that wizards buy separately.

Modern Sha’ir Gen Template:

  • Shapeshift with +4 Bonus Uses, Specialized / essentially cosmetic, no game-statistic modifications (6 CP). Gen commonly take on the form of androgynous children, good-looking young men or women, or small (winged) animals, but this makes no real difference in their abilities. (Looking like Barbara Eden is optional).
  • Speaks the Genietongue (whatever that may be in a given setting) 1 CP.
  • Gains +1 SP in Knowledge / Mortals (1 CP). Gen don’t understand mortals very well, but they do have a few clues.
  • Innate Enchantment (Belt Of Many Pockets, 11,000 GP), Specialized and Corrupted / can only hold the gen itself and its personal items (4 CP).
  • Innate Enchantment: Six Unlimited-Use Spell-Completion Cantrips at Caster Level One (3000 GP), Force Shield (2000 GP) (6 CP).
  • Blessing, Specialized for Increased Effect (Cantrips are cast at the users Base Caster Level) and Corrupted for Reduced Cost / only to let its master use some of its Innate Enchantments (the Belt Of Many Pockets and it’s Spell-Completion Cantrips) and Spell-Like Abilities while it’s in it’s in the “pocket” (4 CP).
  • Two Bonus Feats (12 CP).

A gen can “turn to smoke” and tuck itself safely away in one of its masters pockets, a bottle, or some similar sanctuary its master carries. While it is there, its master may employ it’s Cantrips and even it’s Spell-Like Abilities. It’s important to note that this Gen is not a Familiar – it’s a mystic companion, similar to a Paladin’s celestial mount. If you want it to have some of a familiars abilities, it will have to purchase them with its bonus points from being a companion.

So:

The Sha’ir: 20d6 Hit Dice (Fast Learner, Specialized in Hit Dice, 6 CP), +24 Saves (Good Will Saves, 72 CP), +10 BAB (60 CP), Sha’ir Magic (300 CP), Proficient with All Simple Weapons (3 CP), +46 Skill Points and Adept I and II (58 CP) = 499 CP out of 504 CP, so there’s enough left over for a bonus feat – possibly Ritual Magic if you want to maintain the “can occasionally pull off major wonders” aspect of things. “Create Artifact” might be better if you want to make yourself an older-edition style wand or two though.

If you wish, you can add something like “Duties”, and add an additional 40 CP worth of abilities – perhaps some bonus feats or the Ranger or Paladin spellcasting chart (perhaps focusing on Illusions or some such) to take advantage of those unrestricted base caster levels and to have some magic independent of Geniekind.

Now, in general, I recommend a buy-as-you-go approach – but this is also a good point to illustrate breaking up your new “class” into a level progression by simply slapping it’s abilities into a table so that it looks reasonable. That’s a bit sloppy – if you sat down and calculated the prices some levels would be overpriced and some would be underpriced – but it’s not like the base classes aren’t that way anyway and the game still functions just fine.

 

Char Level / BCL BAB Saves Daily Favors  Special Abilities
For Ref Wi Mi Ma En
1 0 +0 +2 1 0 0 Encounter Favor (Mi), Basic Lore, Gen Familiar, Bonus Feat.
2 1 +0 +3 1 0 0 Elemental Immunity (Trivial)
3 1 +1 +3 1 0 0 Genietongue, Empowerment 1/Day
4 2 +1 +4 1 0 0 Geniekin
5 2 +1 +4 2 0 0 Dismiss Genie 1/Day, Empowerment
2/Day
6 3 +2 +5 2 1 0 Summon Genie I 1/Week
7 3 +2 +5 2 1 0 Encounter Favor (Ma),
8 4 +2 +6 2 1 0 Elemental Immunity (Minor),
Empowerment 3/Day
9 4 +3 +6 3 1 0 Summon Genie II 1/Week
10 5 +3 +7 3 1 0 Dismiss Genie 2/Day
11 5 +3 +7 3 1 0 Empowerment 4/Day
12 6 +4 +8 3 2 0 Summon Genie III 1/Week
13 6 +4 +8 3 2 1 Encounter Favor (En)
14 7 +4 +9 3 2 1 Dismiss Genie 3/Day
15 7 +5 +9 3 2 1 Summon Genie IV 1/Week
16 8 +5 +10 3 2 2 Empowerment 5/Day
17 8 +5 +10 3 3 2 Dismiss Genie 4/Day
18 9 +6 +11 3 3 2 Empowerment 6/Day
19 9 +6 +11 3 3 3 Dismiss Genie 5/Day
20 10 +6 +12 3 3 3 Empowerment 7/Day

And there we have the sha’ir. They’re actually substantially more powerful than a wizard for the first few levels, during which even one modest per-encounter spell plus the abilities bestowed by their Mephit’s will easily outshine a wizard’s few spells – but the power balance will shift back the other way at higher levels, After all, a 12’th level sha’ir will get two spells per encounter (one of levels 1-3 and one of levels 4-6) and has five extra spells per day to draw on (three of levels 1-3 and two of levels 4-6) out of combat or in emergencies. Say four encounters? that’s 13 spells. Admittedly, they will probably be well-chosen spells fitted to the exact situation – but it’s still only 13 spells in a day. They are close to being unmatched in flexibility however,

Prophecies Of The Eclipse

And here we have an offline question…

Eclipse puts “True Prophet” under Deep Sleep – presumably because it’s associated with meditation and trances – but how does prophecy work in the game?

Now that’s a good question, because prophecy is always a bit tricky. To see why, we’ll need to take a look at what prophecy is. After all, it’s more than just making predictions. No one regards “the sun will rise tomorrow” as a prophecy. While that’s not quite a sure thing on the cosmic scale, on a human scale, it pretty much is. Predicting that the sun will not rise might be prophecy though – but it’s far more likely to simply be irrational. “Try it, you’ll like it” is far more likely to come true, but I don’t think anyone would count it as a prophecy either. So what IS prophecy?

Some definitions simply use “prophecy” to mean “inspired advice”.

But if some geologists and volcanologists are inspired by their instruments and training to tell you that “Based on these readings and our best model of there is an almost 80% chance of an eruption occurring within the next three days”, their prediction is useful, important, and may inspire urgent emergency action – but it’s a prediction, not a prophecy.

Now, if we throw in “inspired by a supernatural source” that’s a bit more like it. That’s where diviners, astrologers, and similar sorts come in and where statisticians and actuarial experts get out.

And this will mostly work for predictions along the lines of “In three days a great tidal wave will hit the city and many will die!”. After all, given enough knowledge about the current situation, many future natural events are increasingly predictable as the scale increases. This sort of “prophecy” is more along the lines of “expert advice offered by someone with access to special sources of information” – and so can still fail; if someone influential enough believes the prophecy and evacuates the city… the tidal wave will still strike and there will be massive damages – but few if any will die.

On the other hand, we hear a lot of statements along the lines of “The stars incline, but do not compel” because advice – no matter what inspiration people claim for it – often goes wrong. Even something as simple and short-term as “your date will go well!” (which is somewhat self-fulfilling since it may give you more confidence and cut back on your nerves) can easily be badly wrong if you fall down the stairs or something. Predicting a vaguely defined outcome well within the range of reasonable expectations isn’t going to impress anyone as a prophecy.

We can also exclude things like Nostradamus’s quatrains. Something that is so vague that dozens of different events can be interpreted as “fulfilling it” after the fact is not a prophecy – especially when people studying them point to many different events as being what was “predicted”.

Conditional warnings were big in the Old Testament, but they don’t always qualify either. “If you don’t cut back on smoking three packs a day your COPD is going to continue to get worse” is fairly ironclad as a prediction no matter if it’s inspired by medical information, by annoyance with a stubborn relative, or by a ghost – but no one is going to call it a prophecy even if it IS fairly specific.

It isn’t really prophecy unless the predicted future is very unlikely to occur naturally. So “you’re going to get fat”, or even “if you don’t cut back on the donuts you will get fat!” are not prophecies.

Now, “If you don’t cut back on the donuts fire will descend from the sky and incinerate your bloated carcass!” might be prophecy – but if you make such predictions about ten thousand people, and are wrong about nine thousand, nine hundred, and ninety-nine of them but then a burning plane falls on someone you spoke to… that’s coincidence, not prophecy.

Prophecy not only has to predict something very unlikely, but it has to be RIGHT.

So that gets us a definition.

True Prophecy is the reliable prediction of reasonably long-term future events which are very unlikely to come to pass but do so anyway in clear fulfillment of the prophecy. There may be some wiggle-room of the ironic “Oh. So THAT’S what it meant” variety, but the result must be clearly recognizable or it’s not prophecy.

Prophecies are not warnings, or guideposts, or ways to reduce the impact of untoward events (although they may serve as such for those why pay attention to them). Prophecies are demonstrations of raw supernatural power, just like a royal proclamation followed by sending in the army to make it happen is a demonstration of raw political and military power. The distinction is that prophecies are enforced by the action of nigh-irresistible hidden magical forces that mortals may attempt to defy, but will inevitably lose to, usually just making whatever-it-is worse.

Free will, randomness, and other factors make true prophecy the exclusive domain of major supernatural entities who have both the near-omniscient knowledge and vast power required to force such events to happen.

Prophecies are – and should be – terrifying. The major prophecies of the Old Testament were not mere predictions, or advice, or warnings (although such “minor prophecies” were common enough). They were claims that men, kings, armies, nations, the forces of nature, and other gods and powers were less than a speck of dust before a hurricane before the will of the LORD who made these things to be.

If a city is prophesied to fall, it WILL fall – no matter how small the attacking force, or how well protected it is. You may be able to delay it, to evacuate most of the population, and to save many of its treasures thanks to that warning, but the prophecy itself WILL come to pass.

That’s a big part of what makes it a prophecy.

Since Eclipse is intended to let you build anything, it provides access to both the lesser and the major forms of prophecy – albeit limited to allow for opposing divine intervention since most settings don’t have an activist supreme deity and requiring approval from the game master. Even small-scale True Prophecies can still twist destiny though.

  • Warnings of Major Events are straightforward; ask the game master if you can make any prophecies about upcoming major events – but be aware that once you pronounce such a prophecy, the event is fixed, and nothing can be done to stop it. That doesn’t mean that you can’t mitigate the impact or at least prepare for it though.
  • Vague pronouncements of Doom – or Blessings – are usually simple as long as you’re targeting NPC’s. Unless the game master is going to have some NPC assassinated, or turn out to be the long-lost heir to the throne or some such, giving them vague destinies (“Happiness and Long Life!” or “Accursed Shall Be All Your Days!”) is generally simple. Even things like “you shall die at your son’s hands!” are usually workable. After all, if your extremely elderly and your somewhat elderly son slips while trying to help you out of your rocking chair, you still died at the hands of your son. Similarly, a Fairy Godmother’s blessing – 0r curse – is pretty much a Prophecy.

The trouble with targeting player characters with such pronouncements is that they can take away a good bit of the characters freedom – potentially making the game unplayable. If someone is blessed with a “long life”, and the city he or she lives in is due to be swallowed by an ocean of fire… Destiny may shove them out of town regardless of their wishes. Alien slavers may snatch a lot of people who won’t be missed at the last second. Perhaps they will be transformed into a near-mindless magma elemental. The prophecy WILL come true, but even though the required vagueness leaves a lot of wiggle-room that may require overruling the player.

There’s a further discussion of Destiny Magic over HERE – but for player characters it is best to stick with vague, short-term, stuff like “we shall have good fortune in our upcoming battle!”. That gets you some bonuses without asking the game master to twist the scene towards a specific ending, which is far more dangerous. Fortunately, since the game master has to approve True Prophecies… this is easy to enforce.

Trying to force a specific outcome with Prophecy is a lot like dealing with a Literal – and possibly a Jerkass – Genie. Are you ever REALLY going to be that desperate?

  • At least in Eclipse you can use prophecy to fish for information. – if the game master tells you that you COULD make a prediction about gaining wealth by plundering the treasures of some long-forgotten tomb then at least you know that the place has treasure in it to steal – but you are risking giving the game master ideas there.
  • Finally, of course, we have the “Do this or SUFFER THE CONSEQUENCES!” form of prophecy – the either/or option. Really, this amounts to “Hey game master! Do you have any upcoming quests for us?” – followed closely by an attempt to exploit any such prophecy to gain extra backing. After all… if there is a True Prophecy that “The Dark Gate must be sealed before the winter solstice or monsters will come forth to ravage the world!” then the heroes going off to try and seal the Dark Gate are likely to get plenty of support. When the fate of the world is at stake, who is going to begrudge them a few healing potions and other bits of gear?

And that should cover most of the ways to use the basic version of the True Prophecy ability. Fundamentally, it’s a very powerful option – but it’s also tricky and dangerous to use. Of course, that’s part of the fun.

And I hope that helps!

Eclipse d20 and the Classical Illusionist

Alzrius has put up a very nice little Eclipse Package Deal for making Illusions a bit more effective in d20 games – and it’s reminded me of the old days. Back in first edition when a pure “Illusionist” was a viable – and fairly important! – class. I had a lot of fun with illusions back then.

Of course, D&D games were very different then. These days the game often revolves around fighting, loot from fighting gets spent on buying magic items to make you more likely to win more fights, treasure-free random encounters are almost a thing of the past, and most encounters are “Balanced”. You usually don’t WANT to evade encounters now unless you’re trying to sneak past the guards or something.

Back in the old days you might well encounter creatures far beyond your ability to handle, killing things brought in a little XP, but stealing treasure brought in a LOT, and you couldn’t spend loot to make yourself more powerful (after all, just getting it had done THAT). Loot got spent on things like building castles or mansions, buying land, funding charities, paying troops, educating your kids, and living a life of indulgence and luxury – and so adventuring parties often wanted to avoid encounters in favor of stealing that loot.

And even a first level Illusionist could REALLY help with that. An illusion of an open door (and empty room) covering a closed one, or a bramble-thicket covering where the characters were hiding, or some such could let that dragon, or group of ogres, or other powerful creature go right on by. This sort of thing was very limited – at fifteen minutes per spell level to memorize EACH spell it could take a high-level mage a week to fill up his or her spell slots – so they couldn’t use many illusions per day and would need to be carefully guarded while they cast them to keep from having them disrupted and spoiled – but Illusionists were VERY useful.

When it came to a fight, it was hard to tell what spell someone was casting and illusions could actually defeat opponents – and that made them very much worth supporting. You might toss out that flask of self-igniting oil and start chanting – producing real flames, real smoke, real heat, and possibly even a few real burns – to help convince your targets of the “reality” of the illusory fire elemental, wall of fire, or swiftly-spreading blaze that you then “conjured” from it.

When it came to designing 3.0 however, the problem was that illusions were EXTREMELY “swingy”. Did the Illusionist “collapse the cavern roof” over a group of opponents? If they failed to disbelieve, or save… the entire group might be rendered unconscious and easy prey. On the other hand, if they saved, all you’d done was hide them from the rest of the party until they charged – and once the cries of “It’s an illusion!” started up, your illusionist lost a lot of effectiveness and didn’t have that much to fall back on. He or she simply had to hide behind the fighters and wait for the next encounter.

Just as bad… one game master might note the lack of dust in the air and sound of impact (at least with the first level Phantasmal Forces spell) and thus have the victims automatically attempt to disbelieve, while another might not think of that or feel that – what with the exigencies of battle to keep track of – they probably wouldn’t notice in time, and so would have only a few attempt to disbelieve.

Still, “Swingy” was much less of a problem back then because – if an encounter was going badly – it was quite normal to break it off and run away. Illusions could be really helpful there too. If you could just get out of sight for a few moments, a well-chosen illusion gave you a pretty good chance to evade any pursuit.

So lets say we want some of that old functionality back, over and above Alzrius’s very handy package.

First up…

  • We want out illusions to be able to knock people out, but never to do any more than that.
  • We want them to be interesting and interactive. A rain of boulders is one thing, but an illusory “Fireball” is basically just a flash of bright light. How would they even know what it’s supposed to be?
  • We want to avoid “I Win!” buttons. Damage is one thing, but simply taking opponents out of the fight is not very interesting.

So purchase Shadowmaster, Corrupted for Increased Effect (gives a bit of reality to a limited set of illusion spells that normally have none at all – Trifling Image, Silent Image, Minor Image, Major Image, Hallucinatory Terrain, Persistent Image, Permanent Image, and Programmed Image) and Specialized for Reduced Cost / only applies to those eight spells or variants thereof, only inflicts nonlethal damage and minor related effects, cannot inflict further damage after the victims go unconscious, disbelief and a successful save provides complete protection, even without disbelief the damage is determined by comparison to a similar spell effect of equal or lesser level to the illusion used and may allow saves for reduced effect, and the damage is limited by the targets expectations and experience – and so instant effects are rarely very effective and no effects will work on mindless targets or objects (3 CP).

Using this ability…

  • A Silent Image spell COULD be used to “collapse the ceiling”, but the (nonlethal) damage is not going to exceed the 1d4/Level (5d4 Maximum) that you could get with “Hail Of Stone” – and trying to affect a larger area is likely to bring that down to 2d6.
  • A Minor Image spell could be used to simulate a Fireball, but the actual results are likely to be a blinding flash and a momentary feeling of heat – likely resulting in victims taking two or three d6 of damage and being briefly dazzled. Turning the room into a “raging inferno” will probably be more effective, since that can be maintained over several rounds, even if it will only be 2d6 per round.
  • Using a Major Image to “bring down the ceiling” might well get you up to Fireball damage – but a reflex save to “dodge the boulders” will apply to halve that damage, even if they fail to disbelieve.

That makes illusions versatile and somewhat effective attacks – but certainly not overwhelmingly powerful ones.

  • To fit the theme, I’m going to make Light and Darkness effects reversible. In Pathfinder you can do that with the Eclipsed Spell (+0) Metamagic. In Eclipse, you’ll want the Elemental Manipulation Metamagical Theorm, Specialized and Corrupted / only applicable to spells that affect the level of illumination, only to apply the +0 “change the elemental effect” modifier to switch between versions that provide light and versions that make it darker (2 CP).
  • And we’ll want Specialist (Illusion Spells), Corrupted / only for Trifling Image, Silent Image, Minor Image, and Major Image. The first casting of each of these spells in a day does not count against the user’s available spell slots (2 CP).

So how should we build the actual spellcasting? Taking a look at the original Illusionist Spell List we have…

  • L0) None. This was before L0 spells were introduced.
  • L1) Audible Glamour, Change Self, Color Spray, Dancing Lights, Darkness, Detect Illusion, Detect Invisibility, Gaze Reflection, Hypnotism, Light, Phantasmal Force, Wall Of Fog.
  • L2) Blindness, Blur, Deafness, Detect Magic, Fog Cloud, Hypnotic Pattern, Improved Phantasmal Force, Invisibility, Magic Mouth, Mirror Image, Misdirection, Ventriloquism.
  • L3) Continual Darkness, Continual Light, Dispel Illusion, Fear, Hallucinatory Terrain, Illusory Script, Invisibility 10′ Radius, Non-Detection, Paralyzation, Rope Trick, Spectral Force, and Suggestion.
  • L4) Confusion, Dispel Exhaustion, Emotion, Improved Invisibility, Massomorph, Minor Creation, Phantasmal Killer, Shadow Monsters.
  • L5) Chaos, Demi-Shadow Monsters, Major Creation, Maze, Projected Image, Shadow Door, Shadow Magic, Summon Shadow.
  • L6) Conjure Animals, Demi-Shadow Magic, Mass Suggestion, Permanent Illusion, Programmed Illusion, Shades, True Sight, Veil.
  • L7) Alter Reality, Astral Spell, Prismatic Spray, Prismatic Wall, Vision, First Level Magic User Spells (you could take several of them in one seventh level spell slot).

Most of this was actually folded into the Bard list in 3.0, but an Illusionist was a subtype of Wizard, so we’ll take…

  • Wizard Spellcasting (Spontaneous Variant), Specialized for Reduced Cost / only for the following list of “Illusionist” (mostly Bardic) spells, maxes out at level seven spells (7 CP per level).
    • L0: Dancing Lights, Decrypt, Detect Magic, Encrypt, Ghost Sound, Light, Signal, Trifling Image
    • L1): Color Spray, Disguise Self, Dispel Illusion (as per Dispel Magic, but Illusions only), Hideous Laughter, Hypnotism, Magic Mouth, Silent Image, and Ventriloquism.
    • L2): Blindness/Deafness, Blur, Hypnotic Pattern, Invisibility, Minor Image, Mirror Image, Rope Trick, Suggestion.
    • L3: Confusion, Daylight, Fear, Invisibility Sphere, Major Image, Mass Invigorate, Nondetection, Secret Page.
    • L4: Greater Invisibility, Hallucinatory Terrain, Minor Creation, Mirror Image (Greater), Phantasmal Killer, Shadow Conjuration, Shadow Jaunt, Weave Emotion* (Greater Invocation, creates any emotion-influencing effect of up to L3).
    • L5: Chains Of Light, Major Creation, Mislead, Persistent Image, Plane Shift, Shadow Evocation,
      Shadow Walk, Suggestion (Mass).
    • L6: Dirge Of The Victorious Knights, Maze, Permanent Image, Programmed Image, Project Image, True Seeing, Veil, Wizardly Pretense (prepare any five first level wizard spells, although these cannot be transferred to others or put into scrolls).
    • L7: False Vision (Greater), Invisibility (Mass), Limited Wish, Prismatic Spray, Prismatic Wall, Shadow Conjuration (Greater), Shadow Necromancy (Greater), Shadow Terrain.

Sample emotion-influencing effects of L3 include Crushing Despair, Fear, Good Hope, Heroism (one hour per level), Malicious Spite, Rage, Overwhelming Grief, Smug Narcissism, and Terrible Remorse.

Finally, we’ll want to be able to run more than one illusion at a time – so we’ll want…

  • Persistent Illusions: Streamline x 2, Metamagical Theorem/Stabilize, both Specialized and Corrupted /only to give Silent Image, Hypnotic Pattern, Minor Image, and Major Image durations of one minute per caster level past concentration and extend Veil to 2 hours per caster level with no concentration (6 CP).

So our first-level Illusionist trades out Wizard Spellcasting (14 CP) and a Familiar (or Arcane Bond) (6 CP) for Illusionist Spellcasting (7 CP), Damaging Illusions (3 CP), Reversible Light and Darkness (2 CP), Bonus Illusions (Specialist I, 2 CP), and Persistent Illusions (6 CP). That’s an even trade, so they can otherwise be built like any other Wizard – which fits nicely. Since their spellcasting will continue at only 7 CP per level, they can either continue to spend the extra CP on further improvements to their illusions or they can invest in other abilities.

If they want some other boosts to their illusory talents they may want to consider…

  • Ability Focus (Illusion Spells): Increase the DC of saving against the user’s illusions by +2 (6 CP). For another +6 CP you may increase the bonus to +4.
  • Augmented Magic (+1 Caster Level on Illusion Spells) (3 CP).
  • Augmented Bonus: Adds (Cha Mod) to (Int Mod) when calculating the DC of saves against their spells, Specialized/only for spells from the Illusion school (3 CP). Charismatic and persuasive Illusionists have quite an edge.
  • Improved Specialist (Illusion Spells), Corrupted / only for Hallucinatory Terrain, Persistent Image, and Permanent Image. The first casting of each of these spells in a day does not count against the user’s available spell slots (2 CP)
  • Occult Sense / Detect Illusions (including invisibility), Corrupted / this ability must be actively used to function (4 CP).
  • Power Words (6+ CP) will let them keep some very fast spells ready to go.
  • Shadowmaster (6 CP) will increase the reality of Shadow Conjuration, Shadow Evocation, Shadow Conjuration (Greater), Shadow Necromancy (Greater), and Shadow Terrain when the character gets them.
  • Shaping, Specialized for Increased Effect and Corrupted for Reduced Cost / can only produce effects on the user’s list of known cantrips but can produce those cantrips, user must be free to gesture and speak (4 CP) will give them unlimited use of their cantrip slots.
  • Visions, bought as Inherent Spell, Specialized for Increased Effect (Contact Other Plane) and Corrupted for Reduced Cost (4 CP) / Requires an occult laboratory and a variety of special props, plus Luck, Specialized and Corrupted / only for the check to avoid a reduction in Intelligence and Charisma (2 CP). (The original Illusionist got the “Visions” spell, which was pretty cruddy. This is, in fact, much better – even if it does cost a little more than a spell slot).

This version of the Illusionist has several major boosts over the original, but they’re mostly built into the current d20 game system. For example, they get concentration checks instead of any interruption automatically ruining their spellcasting and they get individual turns and standard-action spellcasting rather than having to deal with enemies with simultaneous actions getting to ruin their spells. Both of those are very big advantages indeed – but they’re a normal part of d20 spellcasting these days.

And now I want to play one again. Oh well, maybe one of these days.

Linear Fighter, Assistant Wizard

For today, we have a retrospective question about just when “wizards got so overpowered!”.

For the quick answer, is 3.0. For the long answer…

Originally, back in Advanced Dungeons and Dragons (First and Second Edition), if you played the game as written… spellcasting didn’t really dominate the game. Over more than a decade of play with several different groups it soon became pretty obvious that Fighters did. Paladins, Rangers and Monks were all good – but the entry requirements kept them rare. Thieves helped with scouting and traps and taking out bosses with carefully set up backstabbing, but the main drive against the enemy was always the fighters.

And that was about right. In a very large proportion of legends, myths, and fantasy stories… wizards were either enemies or they were assistants to the heroic warriors who were the real stars. They had many interesting powers, and their spells might turn the tide at a dramatic moment, enable visits to strange locations of adventure, and trick overwhelming foes – but they were still secondary. Swords, bows, secondary weapons, and (sometimes) martial arts still did the main work.

But wait! Magic-Users had all those incredibly powerful spells! Almost as many as Wizards and Sorcerers do in 3.5 or Pathfinder!

Yes, they did. And they had segmented casting times at ten segments to the round and usually at least one segment per spell level. It was often more; looking back at my first edition books, many first level spells required three or four segments. Hold Person, at level two, required five segments – in a system where you determined initiative with opposing d6 rolls and any interruption ruined the spell. There were no “concentration” checks, saving throws were fixed numbers, spellcasters couldn’t evade attacks while casting, only got to know a limited number of spells, often couldn’t learn spells they wanted, some of them couldn’t use armor at all, and might take many days of rest and study (or prayer) to prepare all their spells.

Thus the Dungeon Masters Guide told us

Because spell casting will be so difficult, most magic-users and clerics will opt to use magical devices whenever possible in melee, if they are wise.

For that matter… it took a lot longer to go up in level. For example… killing an Orc was worth an average of 14.5 XP. Getting to level three as a Magic User required 4501 XP. That meant that your party of four needed to kill off 1242 orcs to reach level three through combat experience if no one died (if someone died the doubling experience point tables let a new character catch up very quickly, which was good because older edition characters died a lot). Even with experience for treasure… a party usually only gained 3-6 levels per year of play – 50-odd sessions.

So what would those spellcasting limitations look like if you imported them into a current d20 game? Well, at least in Eclipse, such “Old School” magic levels are blatantly Specialized and Corrupted for one-third cost (or possibly even double-specialized given the number and severity of limitations here).

Basic Spellcasting Limitations:

Casting Spells takes more time. If the base casting time is:

  • One Standard Action the spell requires three initiative counts per spell level including metamagic other than “Quicken”).
  • One Full Round the spell requires sixty initiative counts.
  • More Than One Round the spell requires ten times as long to cast.
  • A Free Action the spell requires one initiative count.
  • A Swift or Immediate Action the spell requires two initiative counts.
  • Scrolls require the normal casting time, and are subject to the same limitations as direct casting. Wands and Rods only require three counts to activate, while Staves require six. Unfortunately, the save DC for wands, rods, and staves is only 14.
  • If such an action would not be completed before “0”, the countdown continues into the next round.

There is no such thing as a concentration check. Any damage or distraction that would normally call for a concentration check causes your spell to fail automatically, and be lost.

Spellcasting does not invoke attacks of opportunity, but the spellcaster cannot apply Dodge or Dexterity bonuses to his or her AC while spellcasting without losing the spell.

You may only prepare spells after a period of uninterrupted rest or meditation.

  • 1’st and 2’nd level spells require four hours.
  • 3’rd and 4’th level spells require six hours.
  • 5’th and 6’th level spells require eight hours.
  • 7’th and 8’th level spells require ten hours.
  • 9’th level spells require twelve hours.

It takes fifteen minutes per level of the spell per spell to prepare a spell. Thus preparing a third-level spell requires forty-five minutes. If you then go on to prepare a fifth level spell, that’s an hour and fifteen minutes – for a total of two hours to prepare two spells.

You cannot spend more than eight hours preparing spells before you will need to rest again to prepare more.

There is no such thing as spontaneous spellcasting. All spells must be prepared.

The spell charts are not “spells per day”. The spell chars show the maximum number of spells a spellcaster may have prepared. A powerful spellcaster may need many days to prepare all of his or her spells.

This means that a spellcasters daily “spell budget” is basically sixteen to thirty-two levels of spells. At the low end that might be four first, three second, and two third level spells. It would take a seventh level magic user five hours to memorize his or her selection of 4/3/2/1 (twenty spell levels in total) spells after at least six hours of uninterrupted rest. A ninth level magic user with the capacity to store 4/4/3/2/1 spells needs eight hours of rest and eight and a quarter hours to prepare spells – and if he or she tried to cast them in a fight, a fair chunk of those would probably be disrupted and lost.

The DC of saving against a spell is fixed at 16. Yes, this means that high-level targets will almost always make their saving throws.

Counterspelling is possible, but usually pointless. If you have time to hold an action for a counterspell, why aren’t you tossing off a quick Magic Missile or something and stopping your opponent from casting a spell in the first place?

Additional Arcane Caster Limitations Include:

  • Arcane Casters may only learn (Int/2) spells of each level they can cast. Read Magic is automatically one of them. They normally begin with another three first level spells – one offensive, one defensive, and one utility, selected at random.
  • Arcane Casters must record the spells they gain access to along with the results of a roll of (1d20 + Spell Level). If that is under their current intelligence, they can comprehend the spell and may choose to add it to their spells known.
    • For an example, Tim the Intelligence 14 Magic User has gotten ahold of scrolls or spell formulas for Color Spray (19), Burning Hands (3), Glitterdust (15), Pyrotechnics (12), Fireball (9), and Fly (16). With a maximum spell list of seven spells of each level he can cast, he may opt to learn Burning Hands, Pyrotechnics, and Fireball. If he gets his Int up to 15 he could opt to learn Glitterdust, and at 16 he could opt to learn Fly. Sadly, Color Spray is likely to remain far out of reach at any level where it might be useful – unless Tim saves a first level slot and opts to research (say) Tim’s Scintillating Butterflies, which is a different spell with the same basic effect. Note that, if you successfully research a spell you still roll – but the maximum result is equal to your current intelligence.
  • Arcane Casters only automatically gain one spell formula from among those they could potentially cast each level (although they may seek out or buy more if the game master allows it or they capture a spellbook or something). They may check (and record) their spell comprehension for desired spells until they find one that they can currently comprehend to add to their spellbooks. They may add a spell that they cannot currently cast to their books if they so desire, but usually have no reason to do so.
    • For example, Tim has made level seven, and wants a fourth level spell – in his case he wants Wall of Fire. Unfortunately, the check results in a roll of 23 – far beyond his intelligence! He doesn’t pick that one. Dimension Door turns up a 15. That’s tempting – next level he’ll get his Int up to 15 and be able to use it – but why not choose it next level? Next up, his third choice of Lesser Globe Of Invulnerability comes up a “7” – and so Lesser Globe Of Invulnerability goes into his book and onto his list of learned spells.
  • Arcane Casters will find that any armor or shield that would normally produce a 5% or more chance of arcane spell failure causes automatic arcane spell failure.
  • As a note, spellbooks do NOT have plot immunity. They may be stolen, destroyed by area-effect spells and attacks, and so on. It is VERY WISE to use backup spell books and traveling spell books!

Additional Divine Caster Limitations Include:

  • Divine spellcasters may only pray for a limited list (Wis/2) of spells of each level they can cast. “Consecrate Holy Symbol” (L1) is always one of them.
  • Divine spellcasters may only select spells for their list that are appropriate to their god. For a quick example, Odin does not grant Sanctuary and Poseidon does not grant Flame Strike. If the game master has the time, and wishes to make the effort, gods may also offer access to unique spells related to their particular specialties.
  • Divine spellcasters gain spells beyond level three from spiritual servants of their god and gain spells of level seven or above directly from their god at the discretion of those entities. They may be denied spells, granted spells other than what they prayed for, be assigned missions or quests, or be asked to attone for misdeeds at the whim of those entities.
  • Divine spellcasters who change gods must prove themselves worthy followers of their new god with mighty oaths, quests, and deeds in the service of their new god. If they attempt to leave the service of their new god, those same oaths will utterly destroy them.
  • As a rule, Clerics will be asked to spend time preaching, to refuse missions that their god does not approve of and to undertake ones that he or she does approve of without further reward, to use weapons and armor only as approved of by their god, to build and maintain temples, and so on.

Spellcasters operating under those restrictions will be roughly back to where they were in first and second edition; they may have some useful noncombat effects that they may use for special circumstances and they will have a very limited range of combat spells and game-changing effects that they can cast once in a while during fights IF a bunch of other characters protect them while they do it. Their spells, however, often will not work against high-end opponents, who can be counted on to make their saving throws. Magic will become, once again, a very limited special resource, to be husbanded carefully and deployed with planning – or in extreme emergencies.

Of course, in Eclipse, all this reduces the cost of your magic levels to the point where you can easily afford to add some weapons skills, a better BAB, a few more hit points, and other bennies – resulting in the modern equivalent of an old-style multi-classed character without any major complications or sacrifices.

Looking at all this also helps explain why so many players made Elven Fighter/Magic-Users in first and second edition days despite the 7/11 level limitation. After all… level eleven was well past the point where you could prepare all your spells each day. Were you on a long adventure? You’d have just as many spells each day as a higher-level human mage. They’d be weaker spells (at least in some cases), but YOU could wear armor. Not only did you have a better chance of getting your spells cast because you were harder to hit, but you weren’t an obvious target like that unarmored guy. If you started from level one, a human magic-user wouldn’t really have much of a magical edge on you for nearly two hundred sessions. Even better, the high-end magical gear worked for you just as well as it did for a higher-level wizard – reducing the gap even more. I, personally, played a maxed-out elven fighter/magic-user for a couple of years in a game that went up past level eighteen (for the human wizard, characters with easier advancement tables had higher levels) and it worked just fine. I even got some better items than the higher-level mage because they were used more often, and so did more good for the party, in the hands of someone who didn’t have so many other high-level spell options. And best of all… you could reasonably play your fighter/magic-user through the fifty-odd lower-level sessions before adding a human wizard to the party became really viable.

Underlying The Rules Part VI: Discussion and Development

And for today it’s an answer to a question again…

So I’ve recently been reading Dave Arneson’s True Genius, and it’s really been making me think of Eclipse. The first essay in particular, regarding how Original D&D utilized a melding of open system and closed system designs to establish a new paradigm of game design (and play) that went beyond what either could accomplish alone – and how this was largely lost with the release of AD&D and its rejection of the open system principles therein in favor of standardization – is an excellent summary of why I love what Eclipse has done with regards to (as I see it) trying to reintroduce those principles back into Third Edition (at least somewhat) via the mutability of game rules (a la corruption and specialization for abilities, world templates, a stronger focus on modularity with what’s used and what’s not, etc.).

In that light, this article takes on a new dimension, as it honestly looks like KrackoThunder is trying to leverage the closed system principles of Third Edition (e.g. the immutability of the “implied setting,” the invariability of the rules, and their extrapolation with regard to “how things work”) to achieve the results that you’d get from an open system, wherein those things are defined as part of the act of creating the setting (or, at a slightly higher level, using the rules as ur-tools to effectively build a game – along with a setting – unto itself) and so more easily allow for that level of alteration with regards to players tinkering with what is and is not allowable within the scope of the game.

Of course, as you noted here, that doesn’t really work; it’s like trying to “rob the bank” in Monopoly. Of course, the same is true in reverse as well, which is why I roll my eyes whenever I see someone unironically utilizing Eclipse to make what you called an “atrocity build.”

-Alzrius

Breakthroughs are often very simple insights; the genius lies in picking out something that no one else saw.

Test your hypothesis. Only survivors breed. “Particles” are waves. Motion is relative.

Those are the key insights that led the the scientific method, to the theory of evolution, to quantum mechanics, and to relativity in three words each. Each explained things – why philosophical theorizing rarely led directly to practical advances, why animals and illnesses were so well adapted to their environments, why electrons didn’t spiral into nuclei, how Maxwell’s equations could work when things were moving.

Exploring the consequences of those simple ideas is still underway – in some cases after many centuries.

Personally, I’ve always seen the stroke of genius fundamental to role-playing games as a bit of psychological insight; Adult “Let’s Pretend” needs rules. And while that phrasing does evoke safewords and agreed-on limits rather than RPG’s… that’s fair enough, since that’s where the notion appeared first – even if that’s arguably an independent line of development.

But when it comes to games and “let’s pretend”… Unlike kids adults won’t be happy with Robbie the Dinosaur, Spaceman Spiff, the Wicked Witch of the East, and Megatron.

  • Adults are competitive; they don’t like to be overshadowed – and so every role needs to be unique and important. They need some rules on creating tolerably “balanced” characters and some expectations on what kinds of characters are appropriate.
  • Adults have firm opinions. Since they won’t give in easily they need rules to resolve what happens when they don’t agree on an outcome.
  • Adults want “fair” rewards and consequences for their decisions. They need a rules system for that or they’ll always suspect bias.
  • Adults want details – a more complicated plot with surprise twists and turns. They need a game master.

All of that flows from “Adults need rules”. They aren’t going to be happy with the vague “everyone imagines their own thing” that little kids are. For them… it’s not much fun without acknowledgement by others and a certain level of participation. That’s why a player who’s sulking, or busy reading a book, or getting drunk instead of playing is such a downer in a group.

And the practitioners of this new hobby looked upon it, and it was pretty good – but, unlike the works of a divine creator, it was equally obvious that it could be BETTER.

But, the hobbyists being human, and each having their own personal inner description of the perfect game, they didn’t quite agree on what would improve it.

  • Inevitably there were a lot of things that the original, simple, pioneering, rules did not cover – and so there was pressure for more rules, more tables, and more systems. They had a point. When there were no clear rules on a topic disagreements soon broke out.
    • Of course, more rules complicated everything. The people who wanted to play casually didn’t like that.
  • There was the push for more coherent and simpler rules. They had a point. All those tables and different systems for resolving various tasks were complicated and messy to deal with.
    • Of course, that meant that a lot of factors that affected specific tasks didn’t get included. The simulationists didn’t like that.
  • There were players who wanted pure role-playing and who didn’t like being restrained by rules at all – and wanted more options if there had to be rules. They had a point. More options meant more interesting and distinctive characters.
    • Of course, that complicated the rules in proportion to the number of options added. The people running the games didn’t like that.
  • There were the wargamers, who wanted to just relabel tanks, infantry platoons, and artillery units as “Knights”, “Men At Arms”, and “Wizards” and so on. They had a point. They were experts at turning limited sets of rules interactions into exciting scenarios.
    • Of course, the people who wanted more “realistic:, normal-human-scale characters didn’t like that.
  • The competitive players wanted clear methods of “winning” and – since that really didn’t work in a social game – at least wanted a way to keep score, whether that was accumulated gold, experience, reaching “name” levels, or access to better toys.
    • Of course, the people who liked to try new characters all the time didn’t like that.
  • The world-builders wanted a coherent underlying description of the way things worked so that they could explore the worlds and social systems that would result from such things, instead of just presuming a vaguely-medieval world.
    • Of course, the people who wanted to search the rules for exploits that were being overruled in the name of “the way the setting works” didn’t like that.
  • The deep-immersion players wanted death to be the result of heroic sacrifice, or a dramatic climax, or something. Wounds, disabilities illnesses… what fun were they?
    • Of course, the people who liked really big weapons and “realistic” battles didn’t like that.

And so compromises were made. Gaming groups filled with house rules, each group worked under different assumptions, and gaming fragmented.

And there were many other, albeit mostly more specific, fault lines and opposing forces for each.

And the publishers looked upon their sales figures, and this was bad.

To try and fix things there was compromise on the writers and publishers side. It was weighted towards new rules of course, simply because the publishers needed to keep selling stuff – but for quite some time gestures could be made towards almost everyone’s priorities because early game systems weren’t very sophisticated.

And so.,,

  • There were more rules, but there were attempts to keep a lot of them unobtrusive, on the game masters side, optional, or limited to particular situations.
  • There were premade characters, and quick-generation options, and ways to try to get people playing as quickly as possible.
  • There were attempts to streamline and unify the mechanics with things like single-mechanic skill systems instead of a mess of specific formulas and tables.
  • Compiled lists of special modifiers were (not unreasonably) pushed over to the game master to just assign some modifiers.
  • Options were added.
  • Characters did get to be the equivalent of military units (and superheroes and possibly even gods) later on, but they started off weak.
  • All sorts of character milestones were set up.
  • Character advancement was greatly accelerated, and the gap between old and new characters was (sometimes, since this annoyed the people with old characters) reduced.
  • The rules attempted to imply dangerous combat, deadly wounds, and long-term consequences – but were rewritten to make actual consequences vanishingly rare.
  • Some coherent information on “the way things worked” was added – but it was always a side-bar thing since the marketing department wanted every customer to buy everything.
  • Exploits were plugged, but mostly in obscure errata that only the people who were really annoyed by the exploits bothered to find.

That didn’t all happen in every game of course. Some games – those designed after the first rush – started off with some of it in place. Champions / Hero System, for example, started off with a well-chosen bell-curve generic resolution system, lots of options, and military-unit characters, but is still struggling with complexity, a lack of character milestones, “the way things work”, and various exploits. Rifts – thanks to creator decisions – has never really updated much of anything past the first few “different from AD&D” reforms. Basic Dungeons and Dragons went the minimalist route – and soon ran into the nothing much left to publish” barrier.

Eclipse, of course, is a compromise just like everything else – and, not too surprisingly, leans towards my biases.

  • Complexity? I can easily deal with that. Bring on the complexity!
  • Casual play? Grab a pre-build (although I’ve put out a lot of those for various settings). I’m not giving up my options!
  • Coherence? Well, using d20 as a base took care of THAT. If anything it had gone too far – and thus my support for a 3d6 skill mechanic. Roll 3d6 instead of 1d20 sometimes seems reasonable enough to me.
  • Modifiers? I can think of thousands for everything. This is hopeless, so the game master will have to handle it.
  • Realistic characters? A bit at first – but I can be a realistic person every day. I want my larger-than-life impossible feats of heroism!
  • Disparity between old and new characters? Eclipse offers several ways to play with the power curve. For this… new characters can be made powerful, but very focused – becoming more versatile as their association with older characters drags them along to higher levels more rapidly fast enough to add new abilities as they finish exploring old ones.
  • Deadly combat? I tend to prefer role-playing, so defenses are fairly cheap and plentiful – if sometimes (such as Action Hero/Stunts) limited use to ensure that there’s some longer-term cost to losing.

Perhaps most importantly… Eclipse restricts itself to pure mechanics, with little to no “setting” material – but directly tells the game master to restrict, modify, or ban any options that do not fit into his or her setting. In Eclipse, “The way things work” explicitly overrides “but the rules say”.

Not surprisingly, Eclipse appeals most to those with similar biases – although there is a substantial secondary appeal of “everything you need to make an optimized or exotic character is in the basic book”.

When it comes to KrackoThunder, I could be wrong, but I suspect that he or she sees the games as fairly adversarial things in which the game master has arbitrary power and it’s up to the players to try to “win” by coming up with rules-combinations that trump various game master ploys (or, occasionally, each other). Thus the questions about making your minions absolutely loyal, making spells totally unbreakable, using Channeling (Conversion) to gain limitless use of Wish or Miracle, laying mega-powerfed curses, and so on.

Unfortunately, from that point of view, suggesting that the setting and the social requirements of the game override rules, exploits, and gambits like the classic “introducing gunpowder” routine amounts to arbitrarily declaring that the players are not allowed to win and that there is no point in playing.

Still, while a few games (and MMORPGs) are run that way, tabletop RPG’s were never really designed to be adversarial at all – and “winning” generally consists of having a good time, being creative, and winding up with good stories rather than dominating clashes of rules. To the best of my knowledge, only World Of Synnibar has attempted to put in a rule which says that if anyone can identify a spot where the game master failed to follow the rules exactly as written during a session then the entire session is null and void.

I hope that KrakoThunder and his or her friends are having a good time with their games – but given that all the stuff I write ultimately comes with the caveat “See how your game master thinks this works in the setting” I just don’t see how I can contribute. to an adversarial game. Writing a few books doesn’t give me magical powers of overriding local game masters.

Still, I hope this little retrospective has been interesting!

Eclipse and Magical Schools Part I: Historical Notions

And for today, it’s trying to catch up on questions.

Looking over your (excellent) series of articles about how d20 magic would shape the nature and growth of cities, I’m moved to ask: what would “wizard schools” look like if you applied the same logic to such a concept?

I ask because the idea of magic colleges is a popular one, ranging from the Scholomance to Hogwarts (to, as we saw in the recent write-up for Trixie, Celestia’s School for Gifted Unicorns), and yet d20 doesn’t really seem to support the concept, or at least not incentivize it; the only downside or difficulty to being a spellcaster is the advanced “starting age” tables for spellcasters, and the idea that a wizard’s starting spellbook must have been paid for by someone else. Other than that, anyone with the requisite mental ability score of 10+ (to cast cantrips) has no problems learning magic just as easily on their own as they do in a scholastic setting. Especially if you’re using Eclipse.

To what extent do magical colleges make sense in a d20 setting?

-Alzrius

Schools which teach magic are quite popular in fiction. That’s not too surprising; they’re quite popular in reality where they don’t even work. After all, there are few more direct wish-fulfillment fantasies than getting magical powers – and “training” is how you acquired most of your more complicated skills. Ergo, “a school that teaches you how to use magic” seems at least superficially plausible – and you can find plenty of them on the internet to give your money to.

But where did that notion come from? What, underneath the various fictions, are people actually expecting from a school of magic?

The first “schools of magic” were probably shamanic traditions, being passed down in individual small tribes – informal affairs where the tribal shaman taught each generation of kids how to not anger the spirit world (most likely a mixture of practical advice intermixed with tribal myths). Judging by the cave paintings, this sort of “school” probably goes back to the origin of the species, if not to some of our ancestral species. So we’re starting off with “teach the kids how to get along in the world”.

Moving on, Martial Arts traditions date back at least five thousand years (and likely much further, but that’s when our earliest hard evidence dates to). Given a certain lack of understanding as to how things work, magical beliefs and practices were a part of almost any form of organized training at that point – and what tales we have from that period do portray their heroes with a variety of mystical powers derived from their great skill. Thus the notion of “Kung Fu” – “a discipline or skill achieved through hard work and practice”.

The first formal classes, with locations, multiple teachers, and groups of unrelated students drawn from a larger population, turned up after cities (and large, formal, permanent, organizations and structures) developed. They taught priests and record-keepers – a suddenly vital profession given the new need for organization, taxation, and keeping tabs on the population.

And those scribes DID have mysterious powers. They could “hear” the voices of the dead by examining strange talismans covered with equally strange symbols, they could remember more than any man, they could organize the construction of fabulous palaces and temples, they produced incredible remedies (often based to some extent on things that had worked, rather than on the placebo effect), they could know what was happening far away based on the delivery of a few bits of junk from that location… they were mighty wizards, who knew the powers of the hidden words. They could say and write down words which observably made impressive things happen. As far as the general population was concerned… that was magic. Observable, repeatable, WORKING magic.

Yet as the notion of writing spread, and it’s actual effects became more familiar and less impressive and mysterious… the tales of magic didn’t just vanish. Stories of mysterious and powerful secrets and knowledge never do; just ask the “Ancient Aliens” guy. Instead, those stories just pushed the mysterious powers back from general literacy to the “secret stuff” that only very select students got to learn. Hidden and powerful arts!

Not too surprisingly, that’s what “Occult” means. It’s simply a word for “hidden”.

But secret and powerful arts inevitably raise suspicions. Why are they hiding? (“because they don’t exist” has never satisfied anyone except for serious skeptics, and they’re pretty rare). Who is doing the teaching? What secret powers are there? What are they doing to you that they don’t want you to know about? What is their secret agenda?

And so scholarship became suspicious. Anti-intellectualism and the notion that knowledge was somehow unwholesome became popular. Why should another persons opinion be considered better than yours just because they knew more?

This has gotten worse now that there ARE secret (by virtue of being very difficult and time consuming to master) and powerful arts such as “Engineering” and “Medicine”. Just look at all the “they are hiding the simple answers to curing diabetes/ getting free energy / obtaining wealth / becoming more intelligent” from us!” scams on the internet. If those didn’t get a lot of money from people who believe that they’re being exploited by massive conspiracies there wouldn’t be so many of them. This is also why “Harry Potter” produced so much of a frenzy; quite a lot of people believe that that sort of thing is real.

Individual scholars gained reputations as sorcerers and mystics and tales of secret schools or “covens” spread. As education – “schooling” – started to become a normal and necessary part of life, classes grew, multiple instructors and specialized series of courses became the norm – and so the speculative secret schools reflected reality; they became institutions with physical buildings and established locations, rather than secret societies.

For practical reasons most of the literary examples (where things need a lot more logic and justification to satisfy the readers than rumors or popular myths have to have) for youngsters were boarding schools or – as in The Wall Around The World (1953) – were physically isolated. Even most conspiracy theorists have a hard time believing that a bunch of practicing magical kids would be able to keep everything secret without a LOT of help. And if it’s NOT a secret… the world is going to be a lot different than what we see.

Examples of the idea which didn’t keep it secret – such as The Wizard of Earthsea (1968), Operation Chaos (1971), or the Riddle Master Trilogy (1976) – are generally set in alternate worlds for just that reason.

And that pretty well establishes the “secret or alternate reality magical boarding school for kids” notion. The place is going to be filled with wonders and magical stuff simply because no one has ever actually seen such a thing, and therefore their imaginations run wild.

Given that this is for games where few passersby would blink at a kid practicing their magic, “secrecy” probably isn’t a big concern – but at least we’ve established a lot of the expectations and underlying assumptions.

Eclipse and Divinity: Building Gods Through The Editions

Gods have changed a lot over the various incarnations of AD&D – and not just in a mechanical fashion. The philosophy involved has changed a lot too.

For example, from Gods, Demigods, and Heroes (1976, the original Dungeons and Dragons) we have…

SHU GOD OF THE DESERT AND LIGHT

  • Armor Class — 2 (About equivalent to 18 now),
  • Magic Ability: (See Below)
  • Move: 12″ (30′ Now).
  • Fighter Ability: 12th Level
  • Hit Points: 225
  • Psionic Ability: Class 6 (Cannot use psionics or be targeted by psionic attacks – that’s Psionic Blast, Psychic Crush, Et Al, not actual powers).
  • Brother twin to Tefnut, this God appears as a man. His main power is the ability to wither to death anything he touches (magic saving throw applicable). He can also levitate, is not affected by any form of heat, can shapechange, create the light of day as Ra, and call forth 1-4 air elementals per day. He wears plus 5 armor made of phoenix feathers enabling him to immolate for 25 points of heat. He uses a double strength Staff of Wizardry in battle.
  • Finally, all his Attributes were considered to be “20’s” – likely equivalent to “30” now.

That was pretty impressive; Shu was as well armored as a man wearing full plate without being encumbered, had twice as many hit points as your high level fighter (even if he couldn’t fight as well), had a death touch (even if your high level fighters could save 90% or more of the time and anyone could have ways to neutralize it), and could shapehange (although that was a LOT less effective back then). A god could do some very impressive things, easily surpassing the efforts of any reasonable individual hero.

But, as was acknowledged in the front of the booklet… a really high level party could beat a god fairly readily. In fact, the authors made a point of belittling “Monty Haul” games where player characters reached such levels.

And this version of godhood was actually fairly true to many or most classical myths. A great many classical gods were basically really tough and powerful people with longevity and a handful of magical powers – often, but not always, including some ability to control an aspect of he environment and / or an awareness of what people were saying about them. Great heroes and specialists could, however, challenge them quite effectively and they generally had to go and interact – and risk heroic opposition – to actually do much.

Thus Thor could kill giants pretty readily, smack hills hard enough to make craters, and – exerting his full godly power in a single (late, and likely distorted) tale – lift a segment of the Midgard Serpent and temporarily lower the level of the local seas by several feet. Outside of the two magical flying goats, equivalents of his mythological equipment would wander into mortal hands as the Hammer of Thunderbolts, Gauntlets of Ogre Power, and Belt of Storm Giant Strength – but his personal powers outside of being really strong and tough (if not so bright), “stretching his legs to the bottom of the sea” (an immovability effect?) and (possibly) being able to influence the weather, aren’t that impressive in game terms. .

Thor also offered minor blessings of life and fertility, strength, and protection to those who invoked him. For that, use the Endowment ability and bestow something like the “Worlds of Faith” package (a good reason to be part of a pantheon; that way each member only has to contribute part of the cost) – presuming that that isn’t a natural part of such a setting to begin with.

Rather like Avalanche Press in “Ragnarok!” I wouldn’t find much of a problem in representing Thor as a Barbarian-type with a handful of magical abilities (they used a modest template), likely around level sixteen or so – by no coincidence, the point in d20 where you’ve gone past every real human being who’s ever lived (levels 1-5), past legendary heroes (6-10), through demigods (11-15), and gotten into the territory of traditional polytheistic gods (16-20).

Human beings have proven perfectly willing to worship funny looking rocks, perfectly normal animals, and similar things. In a world of normal (mostly level one or two with a maximum limit of five) people, a long-lived character of level 16+ will soon have a following unless they actively pursue a policy of “No Witnesses!”.

But what about the “Creating the Universe!” part? Well… “World Creation” is a bit of a special event. According to the myths, many gods participated in creating various versions of the world, but then never did anything even remotely comparable again. Of course, the tales of the Dreamtime and some other myths also tell tales of how fairly ordinary beasts, humans, and minor spirits helped create and shape the world without having any great power of their own. Personally, I’d say that it’s just that new worlds are both fairly easily started and very unstable and easily shaped at first – allowing anyone who’s there at the time to have an outsized level of influence on things. This is why Eclipse-style gods can easily create worlds, but changing them afterwards is not so easy.

Unfortunately, trying to basically mock the level 40+ characters into going away did not work – and so the first edition “gods book” – Deities and Demigods, or (later) Legends and Lore – upped the power level considerably. Shu, for example, now had 346 HP, another eight points of AC, a fly speed, the ability to cast spells as a 15’th level cleric and a 15’th level magic-user, and could only be harmed by a +2 or better weapon. The book also defined what his slightly-higher attributes actually did and granted all deities Teleportation, True Seeing, the ability to summon allies, and set their saves at “2” – a bit better than cross-referencing their class levels with the saving throw charts (but not too big an improvement given that first edition fighters had very VERY good saves).

Otherwise the description, and the special abilities presented, were almost identical – in fact, they were mostly a word-for-word reprint.

Writing up most of the first edition gods in Eclipse would require more levels than the gods in the original booklet – likely 25 to 35 – to get enough points to cover the special abilities they got “for free” in their descriptions. It wouldn’t be too hard though; most first edition characters didn’t get many special abilities in the first place and their magic was a lot more time-consuming and easily-disrupted – making it far cheaper to buy their class abilities. You’d have to buy the “Immortality” part and a few other boosts (or just give them one point of Godfire, specialized/they don’t get more and can’t spend it for 3 CP) – but that isn’t really a big expense.

The power boost wasn’t sufficient though. Quite a lot of games reached levels where the players started treating the gods as a collection of targets to take out – an early illustration of the idea that “If you stat it, the players will find a way to kill it”.

It kind of looks like the writers were really tired of that by the time that second edition came along – and so they threw the pendulum the other way, more towards what modern monotheists thought of as “God”. Now the gods had avatars – with statistics a lot like the ones they got in Gods, Demigods, and Heroes really – but the actual gods were immortal, untouchable by mortals, and (among several other mighty magical powers) could all use any spell of any level (without any components) at will. Greater Gods were nigh-omniscient, could take any form (including becoming astronomical objects), could create anything they wanted, could slay or raise any mortal anywhere with a thought, could speak with anyone anywhere, got an unlimited number of actions, could create many avatars, and could hand out pretty much any power they wanted to.

OK, Intermediate, Lesser, and Demi-gods got somewhat less potent divine powers, but they were still pretty ridiculous. “Any spell of any level” and “omniscience with a radius of at least one mile” covered quite a lot all by themselves.

In an awful lot of ways second edition represented the pinnacle of power for gods in Dungeons and Dragons; there was really nothing you could do about a god – and if one of them decided to target you… you were pretty well toast.

In Eclipse building Second Edition Gods is fairly simple: they have the Divine Attribute ability (6 CP – cheap because “I become a plot device until the GM sees fit to decree otherwise!” kind of goes against “I want to play!”) permanently active – and, as such, are pretty much beyond being attacked, have essentially limitless powers within their domain, and are automatically NPC’s. That’s because entities with unlimited use nigh-limitless powers are pretty unplayable, and so Eclipse automatically sidelines them.

3.0 and 3.5 tried to mix first and second edition. Gods were once more mortal, and killable (except for overdeities like Ao, for whom there were never any mechanics – or even real information – at all), but they got a LOT of levels and had “Divine Rank” – a special source of immunities and powers that characters who didn’t have Divine Rank could not counter because the descriptions of the powers said so.

Oddly enough, unlike virtually everything else in 3.0, 3.5, Pathfinder, and other d20 variants, that’s hard to duplicate in Eclipse unless you just give gods some special form of divine privilege as a world law. That’s because, in Eclipse, everyone, divine or not, draws their powers from the same basic list – which makes it impossible to build powers that can’t be countered. You can make powers that are really hard to counter, or which only allow very exotic defenses – but there’s always SOME way to block things. After all, avoiding the automatic “I Win!” buttons was among the design goals.

Still, building Divine Rank as presented in the Deities and Demigods book is simple enough. It’s a form of Mythic Power – an independent source of power that provides more character points to spend without an increase in the user’s actual level. You’d have to uncap it, but that’s not a big deal.

And you increase your Mythic Power Tier by completing mighty quests, collecting plot coupons, and qualifying for story awards – which works quite nicely as a route towards godhood.

More or less mortal heroes can usually get up to ten Mythic Tier Levels, If we take that as advancing towards godhood… well, six Mythic Tier Levels would cover buying the specialized version of the basic Divine Rank 0 Template – leaving 96 CP available to buy some other goodies and a Salient Divine Ability – putting a once-mortal among the lower-ranking divinities.

So how expensive is a Salient Divine Ability? Most of the Epic Feats that I tried building came out to around 12 CP (as expected, they varied a bit), and a lot of Salient Divine Abilities combine two epic feats – which gives us a baseline of sorts; a Salient Divine Ability should cost about 24 CP.

In particular, the original question was about the “Life and Death” Salient Divine Power.

  • Prerequisites: Divine rank 6, Gift of Life or Hand of Death salient divine ability.
  • Benefit: The deity designates any mortal and snuffs out its life. Or the deity can designate any dead mortal and restore it to life.
  • Notes: This ability works across planar boundaries and penetrates any barrier except a divine shield. However, the subject must be in a location the deity can sense, either within the deity’s sense range or in a location the deity can perceive through its remote sensing ability. If the deity cannot see the subject, the deity must unambiguously identify the subject in some fashion. If the deity chooses to kill a mortal, the ability works like the destruction spell, except that there is no material component or saving throw. The mortal cannot be raised or resurrected afterward, except by a deity of equal or higher rank using the Gift of Life or Life and Death salient divine ability.
  • If the deity restores life to a mortal, this ability works like the true resurrection spell, except that there is no material component and the amount of time the subject has been dead is irrelevant.
  • This ability cannot restore a creature to life against its will, but it can resurrect an elemental or outsider. It can resurrect a creature whose soul is trapped, provided the soul is not held by a deity of higher rank than the one using this ability.
  • This ability cannot restore life to a creature that has been slain by the Hand of Death, Life and Death, or Mass Life and Death ability of a deity with a higher rank.
  • After using either version of this ability, the deity must rest for 1 minute per level or Hit Die of the creature affected. Deities whose portfolio includes death do not have to rest after using this ability.
  • Suggested Portfolio Elements: Death, Supreme.

Now that’s an obvious gamewrecker when you can use it regularly.

My recommended Eclipse solution is to simply get the ability to toss out a bumped-up version of True Resurrection and Destruction. Use Specialized Channeling (double effect) and high-level Spell Conversion – allowing you to stack on things like “no saving throw” (Metamagical Theorem Amplify +4, equivalent to Double Effect – trading the ability to get double effect when the target fails to save for the ability to bypass the (much rarer) “Fortune” ability to take no effect on a save), “Easy” to eliminate the need for material components, and Lacing/Improved Brackish to prevent the effect from being absorbed by spells or items.

Back that with a point of Godfire to have it take effect where you want it to… and that will generally do it. It can still be stopped by the truly mighty (at least if they have the right effects), can’t be used often (due to the scarcity of Godfire), and will be expensive. It’s probably about 48 points – which is just about right since it will subsume the prerequisite Gift of Life or Hand of Death ability. That’s 30 points for conversion to ninth level effects (specialized to 18’th to cover that metamagic), 3 CP for a set of spells, and 15 CP for Channeling and some Bonus Uses. While a god won’t be using the Godfire boost often, having this available locally is handy too.

If you want to be cheesy about building the ability… you want some Metamagical Theorems, and a big stack of Streamline (both Specialized in the effects you want and Corrupted to only apply to a limited set of spells) and just stack on no-save, transdimensional range, unabsorbable, and so on until you can annihilate people on the other end of the universe with a wave of your hand. That will be a little more expensive at first, but cheaper to apply to more things – allowing supreme gods to have huge portfolios of virtually unstoppable powers.

Fourth Edition – in it’s focus on PC’s versus World-Building – quite intentionally set up it’s (evil) deities as end-game targets. Thus the Draconomican presented a detailed writeup of Tiamat the God as a L35 “Solo Brute” – and gave several options for killing her permanently.

While that ignores the question of “Why wasn’t she killed long ago by some earlier group of adventurers?” that kind of background development never really got into fourth edition.

In fourth edition gods can only be permanently killed in very specific ways (Returning), get extra actions that can only be used for a specific list of divine powers (Reflex Training) and can be weakened in various ways before a fight (invoking limitations on their powers – which is presumably where they save some points to pay for the extras). Otherwise… they are big monsters. They don’t even really provide spells for their priests any more; priests are granted the ability to tap into divine power via a ritual.

Fifth Edition seems to be following the same general philosophy (albeit apparently throwing in an Immunity to being attacked by characters of level twenty or less) with the Evil gods – who mostly seem to have cults instead of leading huge faiths – while the good gods are granted plot immunity by virtue of general vagueness and never showing up to be targets. Admittedly, I haven’t read all that much fifth edition stuff past the basics (I didn’t like fourth much and the early playtests for fifth seemed to be loaded with nods towards fourth edition and offered very little room for simulationists. That changed somewhat later – but no one around here wants to play it, leaving me with little interest beyond simply confirming that 5’th edition was Eclipse compatible, which it was) so they could have changed things radically somewhere – but that’s what I’ve got so far. Overall then, they can be written up just about as they could be for fourth edition.

Now pure Eclipse-style godhood is a lot cheaper. In Eclipse, Gods can be of quite low level – and we’ve had plenty of gods in play. What makes them playable is the cost of using their divine abilities.

  • A lot of things cost Godfire – and most player-character gods are lucky to get two points of that in a game year and will want to keep at least a FEW points in reserve to come back if they get killed or something. Godfire may be a renewable resource, but it will remain scarce.
  • Other things, like creating planes, or providing blessings for your followers, or forging mighty relics, cost character points or Feats – a permanent cost, and one that gods are rarely willing to pay for trivial reasons.

Thus divine conflicts are usually played out through mortal agents, and rarely involve direct conflict between deities. “Winning” such a battle is too often a pyrrhic victory which merely sets you up as an easy target for third parties.

This, of course, somewhat resembles the old D&D Immortals rules – although Eclipse doesn’t require that you advance to level thirty-six before you can start progressing through another thirty-six levels as an Immortal.

Eclipse and Spirits

Back in the old days it wasn’t too uncommon to have encounters with “spirits” – “creatures” who usually didn’t possess much actual power, but couldn’t be dealt with by any conventional means. Spirits were annoyances, puzzles, and talking characters who’s conversations couldn’t be interrupted by a crossbow bolt. If you had to placate an angry spirit that was haunting someone, you usually had to find a way to satisfy it; exorcisms and containments were temporary measures at best. Still, most spirits had a rather limited range from whatever was anchoring them to the material world – the site of their death, their treasured sword, or a hated foe. Quite often the simplest way to escape one was to simply leave the immediate area or dispose of the anchoring creature or item. Of course if the anchor was someone that you didn’t want to kill, or an item that you didn’t want to abandon or destroy, you had to fall back on persuasion.

Spirits could reveal secrets, offer guidance, provide warnings, or even offer very (very) minor support if you did something for them – if you took a message to their surviving relatives, rescued their friends before they too died, or found adoptive parents for their children. More importantly, you couldn’t simply use blackmail, torture, mind-probes, or other means to bypass a spirit; you either made a deal or you got along without whatever information it had to supply.

While it may be unkind to imply that the only people who can safely bargain with adventurers are the ones who are already dead, it’s often true.

In those days most characters only occasionally dealt with spirits – but there were always a few spiritualists, shamans, and other specialists who made a routine of it.

Some of them used class-based abilities, some skills, and some specialized spells that linked spirits to them.

Thus, for example, we had an Ancestor or Guardian Spirit associated with a member of the Kwin family. Ancestor spirits are generally effectively third or fourth level; no matter how powerful they are, there’s only so much they can do working through subtle psychic influences.

Yang The Invincible, also known as the Wonderful, the Incomparable, the (Censored), the Barbarian, the Magnificent, the Mass Murderer, the Pillager, the Arsonist, and so on.

Yang was something of an interloper in the clan Kwin family tree; he was a Tsongi horseman / raider instead of a citizen of the Empire. How he got involved with the family doesn’t bear mentioning, but the damage to the village was pretty massive. Yang died about 220 years ago, some ten generations back. He is short and tends to appear in crummy chainmail and stained leather, which matches his greasy hair and general aura of dirt extremely well. He always smells a bit of horses. Yang is loud, crude, and in favor of his descendants getting back to the “basics” or “Three R’s” – Raiding, Raping, and Ravaging. Pillaging, murdering, and going berserk are optional extras, but are nice if they can be managed. Yang’s advice is utterly uninhibited by any notions of being honorable and is often throughly vicious – but it also tends to be crudely practical, very direct, and occasionally quite insightful.

As an Ancestor Spirit Yang possesses several powers:

  • Limited telekinesis. He can move small objects within sixty feet of his contact. If it should matter, treat this as Str 2.
  • He grants 1d6 extra points of psychic strength to his contact.
  • He provides a +1 bonus on his contact’s defense rating (armor class) while present.
  • He can “scout” areas from the empyrean (ethereal) plane.
  • He can appear to, communicate with, and offer advice to, his contact as desired.
  • He can manifest for up to (Contacts Wis/3 + Level) rounds daily while within sixty feet of his contact.
  • He can share his senses with his contact with a range of sixty feet.
  • He may take limited possession of unresisting subjects – using their body until they either want to do something themselves or want him to leave.

Yang himself was fourth level. He was proficient with light armor and all weapons, knew a bit of unarmed combat, was a good horseman, and possessed several minor psychokinetic knacks – minor pyrokinesis (1d4 damage) and flame control, telekinetic missile control (+2/+2), and a personal force shield. Sadly, he has a psychic strength of a mere six points on his own, which is why he normally works through his contact. His other skills include some ability to evaluate the worth of common kinds of loot, power drinking, and evading pursuit. Finally, his advice on tactics is usually fairly decent. He’s picked up a bit of finesse since he died. (He was jumped by six armed men while he was in bed with someone else’s wife)

Now in first edition there was no problem with a spell that provided long-term special powers for the caster – such as being able to link up with several ancestor spirits. When mages could only learn a very limited number of spells, might never be able to learn particular spells, and obtaining new spells was difficult (making a captured spellbook a great treasure and a spellbook which had original spells in it a legendary treasure) finding a rare spell that offered special powers… worked just fine. In d20 games – where spells of all types are easily available and come in standardized levels of power – that approach doesn’t work properly. To make the same sort of resource-choice mean something we’re going to have to go with Feats – or, in Eclipse, Character points.

Ergo, to get some spirits invest in Leadership with Exotic Type (Spirits), Corrupted/Spirits ONLY and they definitely have minds of their own (6 CP).

That will get you a few spirits working for you.

So what can spirits do in d20?

Well, being nigh-indestructible is hard in d20. About the only way to manage that is not to get involved in the fight to begin with. Ergo, here’s a basic package for Spirits.

  • Sanctum/Appropriate Outer Plane (6 CP). Most of a spirits powers – or at least the ones that we’re interested in – only work on the appropriate outer plane where it can manifest itself easily.
    • While on an appropriate Outer Plane, a Spirit may maintain a link with some individual or item on the Prime Material – although this must be established through a magical summons or at the moment of death. That’s Mystic Link with Communications II (allows sensory sharing) Power Links, and Transferable, Specialized/may be temporarily disrupted or blocked by exorcisms, spirit wards, and similar effects, involves hallucinations of the character actually being present (9 CP).
    • Spirits are pretty safe on their Outer Plane, and need not worry about things like making a living. That’s Privilege/Safe Residence on Alignment Plane (3 CP).
    • Spirits are naturally psychic; it comes of being creatures of mind and magical energy – but it’s harder to tap into that when they’re on less cooperative planes. That’s +3d6 Power (6).
    • Spirits need not sleep, and are generally available most of the time. That’s Immunity/Sleep (Common, Minor, Major, 6 CP).
  • All Spirits – or at least the ones we’re interested in – possess Witchcraft II (including three basic witchcraft abilities), with the Summoning, Blessing, and Possession (Specialized for increased effect (minimal cost)/target must be and remain unresisting) advanced abilities. They are, however, bound by the Pact of Souls (they must attempt to recruit descendants for their plane of residence) and Spell Failure (their witchery will not work against characters or areas with spirit wards) (Net 18 CP)
  • Spirits can easily recognize their descendants. That’s Occult Sense/Kinfolk (6 CP).

With a net cost of 30 CP we have a +0 ECL race/+1 ECL Template. That will come out of their assigned levels of course.

That package… allows them to use witchcraft powers on their “anchor” with ease and to spend a 3 Power surcharge to use witchery in the immediate vicinity of their anchor. While each spirits powers will vary, some can lend their anchor strength and healing, others can assault targets in the vicinity with pyrokinesis, some can whisper suggestions, or use illusions to “manifest”, and so on. Their very limited psychic strength will keep them from doing too much of that sort of thing – but they can still be pretty versatile. If they specialize minor telekinetic powers properly they can even play at animating “zombies” – or at least using corpses and puppets.

Spirits can serve as mentors, training partners, or aides, can possess small, properly trained animals, consulting experts, or scouts. As their anchors power increases their effective levels will go up – and their abilities will increase.

Is this “Balanced”? It will give you access to a fair amount of Witchcraft rather cheaply and it makes your followers pretty nearly indestructible.

Of course, there are lots of ways to arrange that. If you’re willing to allow the use of Leadership, this is hardly the most abusive way to use it.

Exalted – Danyl Woodsborne, Wyld Endowed Mortal

Danyl… was a bastard of no father as far as the village was concerned, and so the rumors about his possible father flew… Demon? Raksha? Itinerant Hobo? A disgrace in any case! He grew up… on the outside looking in as far as the villagers went.

Still, at least he could visit his Father and his Father’s people even if Vriath – a wolf-beastman – could not venture into the village and would do him no good at all if he acknowledged him. The Beastmen were not popular in the border villages.

Sadly, he was isolated there as well. Already inclined towards solitude, Danyl soon showed few social graces of any kind and spent much of his time in the deep forests surrounding his mother’s small village. There, however, he blossomed as a hunter, a trapper, and a harvester of the exotic herbs and arcane components which sold so well further into the civilized lands. Soon enough his growing skill eclipsed the natural advantages of the wolf-beastmen youths – and brought him to the attention of his Great-Grandfather, Salisian, a fairly powerful Lunar Exalt. He could use an agent with respectable skills, the social isolation to be grateful for mere acknowledgment, and a fine excuse to travel regularly into more “civilized” realms.

Salisian set the boy to training with Telewin, his oldest child, aged more than three centuries thanks to his Wyld Endowment and longevity mutations. While that instruction was most profitable, it meant that Danyl was nearby when Telwin’s heart finally failed entirely – and inherited Telwin’s Endowment. In Salisian’s eyes that was even MORE useful – and an even greater obligation (or at least so Salisian sees it) on the young man.

Since then, Danyl has quietly taken up the defense of his Mother’s village; even if he doesn’t get along with them very well, he has a lot of family there.

Personal Attributes: Str 2, Dex 3, Sta 2, Cha 3, Man 2 (1), App 1, Per 1, Int 5, Wit 3

Abilities: Archery 4, Awareness 3, Craft 1, Integrity 3, Linguistics 1, Lore 4 (5, favored, 1 BP), Melee 1, Resistance 3, Ride 3, Socialize 1, and Survival 4.

Archetype: Ranger. +1 Dot each in Archery, Lore, and Survival (already included). You need a visual? Well, the Van Helsing image works tolerably well – with a touch of Ash and Indiana Jones.

Backgrounds:

  • Artifact 3 (5, 4 BP). It’s a stretch, but a character with an Endowment DOES get to use his or her choice of traits mechanically, so Artifacts as per Raksha; 15 dots, including at least five one dot artifacts and no more than one five dot artifact. For flavor, most of his minor artifacts are thaumaturgically-produced equivalents. Ergo the Sardion/Endowment ****, a Staff of the Magi ***, a Traveler’s Pouch **, and six one dot Thaumaturgic or Grace Magic Artifacts – Perfected Boots, an Ithaquan Firewand, a powerful Lucky Charm (negates three botches/story), a Resonant Chorus Bow, a Ranger’s Hat, and a Lash of Fate.
    • Ithaquan Firewand: Taking advantage of the low kick of a Firewand to use a pistol grip and an intermediate-length barrel, the base Ithaquan Double-Barrelled Firewand is Speed 5, Accuracy +1, Damage 10L, Rate 2, Range 10 (and no further), Max Strength —, Cost ***/* (Ammo), F, S.
      • The Thaumaturgically Enchanted (Artifact *) version is considered Perfect (Accuracy +2, Damage 12L, Rate 3), and can store up to a dozen extra charges of firedust, reloading with a simple flourish as long as those charges hold out. It has no attunement cost however.
    • Ranger’s Hat (Onieromancy *):
      • Assumption of Bestial Form (1): The hat has lots of leather trim.
      • Imposition of Law (3): The wearer can always communicate clearly and concisely with animals.
      • Mad God’s Mein (1): The hat is immune to Countermagic.
      • Adored By All The World (2): The user may call god-blooded or heroic sapient animals to his aid.
      • Waypoint Knife (3): When the wearer picks a campsite, he and his companions generally will not be disturbed.
    • Lash of Fate (Onieromancy *)
      • Assumption of Bestial Form (1): It’s a leather whip.
      • Veiling the God’s Eyes (2): The user may roll (Per + Occ) as Str to exert telekinetic force on whatever the whip touches.
      • Emotion Weaving Style (3): Anyone struck by the whip acquires the motivation “please the guy with the whip”.
      • Behemoth-Forging Meditation (3): Once per scene per target, when a mortal target is struck by the whip, the user may launch a free Staff-Shaping attack to try to give said mortal up to (Ess x 2) points of mutations.
      • Ordinary Object Conjuration (1): Anyone who becomes subordinate to the user through being hit by the whip gets a nice ornamental collar.

Background/Patron 2. His Grandfather Salisian is a fairly powerful Lunar Exalt – but he has a LOT of descendants. While he will give them a little backing at times he expects a fair amount of loyalty and service in return. On the upside, HIS beastmen have been created with a Mutation Manse which he uses to hand out mutations, rather then by less mentionable methods.

Background/Spies 2 (2 BP): Danyl has access to part of his Grandfather’s spy network.

Virtues: Compassion 2 (3, 1 BP), Conviction 2, Temperance 3 (4, 1 BP), Valor 2

Willpower 10 (5 BP).

Flaws: Diminished Attribute (-1 Man, -3 BP), Diminished Attribute (-1 Cha, -3 BP), Dark Secret/Half Wolf-Beastman (-1 BP), Ward/Assorted Local Villagers (-2 BP), Bastard Child (-1 BP).

Awakened Essence Abomination. Pool = (Essence x 5) + (Willpower x 2) + (Sum of Virtues) = 41 Motes. 11 Committed Motes.

Essence 2 (10 BP).

Next up – the final statistics.

Crafting Worlds: Do’s and Don’ts

Familiarity may breed contempt, but it also breeds good games

Too many games, and too many settings, run into a pair of contradictory problems which work against the setting. On the one hand, you need to make a world your players can understand. If the world and its people are important enough to matter, then obviously it has to be comprehensible to players, especially if they don’t own every sourcebook. But on the other hand nobody much likes worlds which are too familiar, too boring. This is where The Elder Scrolls IV: Oblivion went wrong (we’ll get to that another day), by making the game world so generic that it became flat and lifeless.

There are three things to keep in mind, and collectively they’re a huge pain:

(1) The setting must make sense as a human (or whatever) society and must be reasonably sane for the players.
(2) The setting has to be different enough for the players to be interested.
(3) It has to mesh well enough with the rules so that it passes the Sniff Test.

So it has to be different, but not too different, and not get crossed up with the actual game, and nobody’s going to tell you when until they start playing with it.

Well, that just sucks.

Fortunately, you can usually boil things down to a few key principles based on your game.

First, is this is a game where the player characters and/or the major NPC’s are grossly more powerful than “normal” people? In the real life, no individual is grossly more powerful – tougher, stronger, able to do quantitatively more, than another. Even the difference between, say, specialist Olympic athletes and normal, in-decent-shape people is usually much less than a factor of 5 or so. Most jobs do not require extreme capabilities, and even fairly complicated surgical techniques are mostly things which everyday people could do if they practiced, or have good instructions. The most “powerful” members of society aren’t those who are tough, fast, strong, or even skilled, but those who put a lot of effort in persuading and influencing others.

The most dangerous people alive are probably special forces soldiers, and they need endless training, support from hundreds if not thousands of other soldiers, and many others feeding them information to be effective. And any of them could be killed by a single bullet, or one just moment of bad luck.

But game heroes, even in nominally “realistic” settings, aren’t like that. They’re often capable of taking multiple hits which would be lethal to a lesser man and a dozen (and up-Up-UP!) times more effective in their chosen specialty than a normal but skilled professional. They’re often capable of killing hundreds of normal people, and might even be capable of depopulating cities by themselves, given some time. We’ll call these people Heroes, because this tends to be more of a fantasy trope, but it is definitely NOT limited to people who are actually heroic in nature.

This consideration absolutely influences your game setting – and may be the single most important factor. If nobody has this kind of power, then you can have a relatively normal political situation. It might be complicated, but fundamentally the world follows from real life: “power” is your ability to persuade lots of people to agree with you and your ability to motivate them to get things done. Almost anyone can potentially kill anyone else.

However, if Heroes do run around, society will very likely congeal around them rather than a political or economic system, and will change as these figures die or otherwise pass on. Simply put, they *are* the armed forces as well as Kings or religious figures in their own right, and they can largely do what they like because no one can stop them. Usually in these settings, monsters or similar threats also exist that the heroes have to deal with, and these are equally capable of wrecking civilization if not stopped.

This doesn’t mean you can’t have “normal” nation or states, but those groups are going to need their own, equally effective, protection. This can and should lead you into new ideas to refine your game world. Note that we said “equally effective”, because they don’t have to have equal Heroes of their own, although there’s nothing wrong with that either.

Some quick ideas: A decentralized society that can largely ignore the deeds of Heroes. This might be a nomadic tribal nation that avoids monsters, or an agrarian people scattered over farmland that mostly handles its problem through resettlement and militias. These don’t directly challenge powerful characters, but also can’t be easily controlled by individual bullies. Or perhaps the nation is a wealthy trading power which hires mercenaries as needed to deal with problems. Or society might publicly laud selected Heroes and reward them well, gaining loyal allies through respect and praise, so that they want to protect the people from other dangers. Or society might be intensely nationalistic so that any heroes who come from it have a natural interest in defending it. Or you may have outright divine aid, or mystic balancing forces which keep any one power group from completely dominating the world. Any and all of these could appear together as well.

So from the get-go, you have a lot of options to work with. Just make sure you adapt them intelligently when adding them to the culture you want to borrow (which, let’s face it, you probably do).

Second, beg, borrow, and steal everything in sight. The most common way to build a setting large or small is the take a human civilization and build off of that. This approach has many problems, but it has one huge advantage which usually outweighs all of them: the players have some idea what the hell they’re in for.

There are few writers with enough talent for world-building to create (and then sell the hell out of) an entirely new culture. Tolkien probably did it best, in developing multiple cultures for Elves and Dwarves and Men and even some tidbits for Orcs. Even then, he borrowed many pre-existing ideas, but certainly there was immense amounts of invention. George R.R. Martin borrowed many more existing fantasy images and style to construct his world, but he also worked hard to create an original (and ridiculously complex) world with varied peoples inhabiting it.

If you’re neither of those two, you probably have to steal heavily from an existing culture.

This is not bad. Unless you’re a genius historian, linguist, architect, fashion designer, and economist all in one, you need to show your players what the gameworld is like as much as possible. In order to do that, you need to give them mental images as much as descriptive text. Consider trying to describe what Feudal Japan was like. Libraries could, and have, been written to describe it.

Now consider one – just one – picture, found in a random search for the term Feudal Japan.

We've been dead for a century and we're still more badass than you.

We’ve been dead for a century and we’re still more badass than you.

That picture is worth far more than a thousand words in describing the scene. Your players know what it means, and what it implies, even if they know little more about Japanese culture than late-night viewings of Evangelion and couple of horrible ninja movies. Give ’em five minutes and they’ll be arranging tea parties (possibly OF BLOOD AND DEATH!) and trying to quadruple-wield katanas.

While it’s not good to stereotype things, putting some cultural weight on the matter can give your players a starting point for understanding the nature and style of the setting. And it’s not like you lack for choices: a huge Empire might borrow from Rome, Persia, Mongolia, China, Russia, France, England – and that’s just mentioning a handful of real-world nations with Imperial ambitions. But you can take themes and elements from any time and place and develop it into a new idea.

Third, make sure the world doesn’t have giant obvious issues, or least give a reason as to why those issues haven’t been fixed. People are not generally stupid, and the laws of economics are flexible but they apply everywhere, even to alien species. If you have a reliable solution to a problem, then people are going to use it, unless they have a better solution. And likewise, if something doesn’t work, sooner or later people will stop using it.

This means that if you can magically produce food, then people will try to use it unless food is so cheap and reliable that it’s not worth doing. If enchanted items can give near-permanent benefits, people will eventually invest in them if there’s any way to afford such useful magic. If armies get slaughtered by individual high-level opponents, then people won’t use armies, or the military does other things than try to fight powerful enemies. In short, there’s a lot of ways to go wrong and your players will notice sooner or later.

For an example of how to do this right, consider the basic game of AD&D 2’nd Edition. This was a good approach: magic is very powerful, but also very limited and focused. Wizards have many limitations and require a lot of careful consideration. Because of this, they were able to write worlds similar to our own, with limited impact from magic. Magic mostly mattered to adventurers or similarly powerful people, and you wouldn’t see it used for for mundane purposes. Making magical items was a difficult, expensive process in terms of lifespan, questing, and wealth, and they could easily go wrong. Further, getting or researching the spells for custom magic wasn’t easy, either, so many desired effects would be quite difficult. The system matched the world, at least reasonably enough to tell the kinds of stories players and GM’s wanted to tell. Magic was (usually) rare, precious, and difficult to find, and magic items simply couldn’t be made for most ordinary purposes. Ordinary people might get their hands on the odd healing potion for emergencies, but otherwise the best they could hope for was a very low-level local cleric or wizard to help out. There was certainly no way to use magic on an industrial scale, and magic items were made so rarely that they didn’t accumulate over time.

One of the flaws of 3rd edition (which was otherwise pretty good) was that the writers often forgot to explain how the system changes affected the game worlds. Let’s state this up-front: There is nothing wrong with the 3rd edition system in making a game world. The only issue is that most of the DnD worlds were based off old 1st and 2nd edition rules and didn’t properly update to consider the impact of the new system. Forgotten Realms was a particularly hilarious example of this, because some of the new rules changes were considered to be “recent developments” owing to a big in-universe event, some were considered to have always been in effect, and most was simply ignored. One small example, continuing from the Magic Item theme mentioned above:

Items with a few per-day uses are really, really easy to make. Characters as low as 3rd level could make them quite easily, and there’s tons of low-level spells useful to all kinds of people. How many communities beyond the most incredibly poor couldn’t scrape enough enough gold to buy a magic item which used curing magic every so often. How many towns couldn’t scrape up enough gold for a water-cleansing pipe fitting, or even permanent lanterns? These minor items don’t cost very much, and yet they substantially raise quality of life for many people. Even better – they’ll outright save money in a pretty short while. With a little bit more of an investment, civilizations could eradicate dangerous diseases, provide substantial quantities of food to the poor, provide power to machinery, or even reshape the land to suit. In real history, most of these developments required, and to this day still require, the hard work of millions of people and the outlay of billions of dollars. (Trillions, adjusted for inflation and adding it all up.)

It can all be done with third level magic or lower, with items that never wear out, and require no fuel.

In the Forgotten realms, we have canon examples of individual cities with assets in the many millions of gold coins. Even granting that you can’t always tax it all, individual characters can easy have a hundred thousand in cash, and much more in tradeable goods or land they can borrow against. Charitable giving is a major function of several religions and an entire character class (the Paladin). Can you really make the case that nobody – not one person – would feel like making the small investment these tools require? Would no merchant ever have the resources or interest to try? The math is simple enough to make sense for even the most evil of evil empires, and compelling enough to attract the greediest of the greedy, and cheap enough that you don’t need spectacular wealth to get started. Sure, not every wizard would willingly give up the experience points to make these items. But a retired wizard, who doesn’t expect to go adventuring certainly might – that’s a good income and a pretty low cost per-item, allowing him or her to perform spell research. Some casters, particularly clerics and some druids, would see it as a duty to occasionally help the common folk, and what better way to do so than make a small magical item which can continue helping the common man forever?

Bear in mind that these are just the basics – the first few ideas which would occur to people. You could go far beyond this into entire arcano-industrial civilizations, or entire societies devoting themselves to magic as we do science and technology. And sure, magic takes more work to build up – but it also takes a hell of a lot less to keep running. Most magical items require no power, no maintenance, and no direction to keep working, and will continue to do so indefinitely. In fact, a major aspect of D&D is that magic items (barring one-use stuff like potions) inevitably outlive those who make it, from weapons to mythallar to spell designs. That’s why adventurers loot useful stuff from eons-old tombs and lost cities.

In short, a jump from 2nd to 3rd edition implies a lot of changes to how a setting is run. This is not a bad thing. You can tell many new stories, and look at how change affects the people who have to live with it. There’s a lot of different directions you can take this, just as industrialization caused widely varying changes in all societies affected by it. new magic will affect people in even more extreme ways, and there’s a lot of ways you can develop it. Some societies may look identical to what they used it to except with huge changes hidden away. Others may be hardly affected – at least yet. Other could be completely transformed – or split into factions, or utterly destroyed.

In short, there’s nothing wrong with the rules, but most existing game worlds wanted to avoid using them as much as possible. And that’s sad.

However, also understandable. Writing and rewriting settings takes a lot of work and a lot of thought, so it’s not always easy to explain why they change or don’t change. In the next installment, we’ll cover some ways to do end runs around common sense, and get your setting where you want it.

Combat as Sport and War

Combat Engineers

Well of COURSE I take it more seriously than Superman! He’s bulletproof!

For today, it’s another question…

So how would the (THIS) article relate to the debate regarding Combat as Sport vs. Combat as War? (I’d link to the original post on EN World, but they’re down right now.)

– Alzrius

For convenience, I’ll quote the basic definitions that that article provides:

People who want Combat as Sport want fun fights between two (at least roughly) evenly matched sides. They hate “ganking” in which one side has such an enormous advantage (because of superior numbers, levels, strategic surprise, etc.) that the fight itself is a fait accompli. They value combat tactics that could be used to overcome the enemy and fair rules adhered to by both sides rather than looking for loopholes in the rules. Terrain and the specific situation should provide spice to the combat but never turn it into a turkey shoot. They tend to prefer arena combat in which there would be a pre-set fight with (roughly) equal sides and in which no greater strategic issues impinge on the fight or unbalance it.

The other side of the debate is the Combat as War side. They like Eve-style combat in which in a lot of fights, you know who was going to win before the fight even starts and a lot of the fun comes in from using strategy and logistics to ensure that the playing field is heavily unbalanced in your favor. The greatest coup for these players isn’t to win a fair fight but to make sure that the fight never happens (the classic example would be inserting a spy or turning a traitor within the enemy’s administration and crippling their infrastructure so they can’t field a fleet) or is a complete turkey shoot. The Combat as Sport side hates this sort of thing with a passion since the actual fights are often one-sided massacres or stand-offs that take hours.

Daztur 

Now definitions are good, but they only really help if relate them to design decisions.

Combat as Sport only works in a character-based game if you either…

  • (A) Assume that the characters involved care little or nothing for their own lives. Look around you… baboon gangs, wolf packs, and human societies all contain a wide variety of mechanisms to settle disputes without seriously risking life and limb. Sure, they might be seeking fabulous rewards – but if they’re that good, why don’t they get their rewards and retire?
  • (B) Place the characters in a situation – such as a gladiatorial arena, or being ordered about by gods, emperors, military commanders, or other powerful figures – where they are being forced into “fair fights”.
  • (C) Ensure that the characters are very sure of surviving – or of being resurrected if they die, which amounts to the same thing.

So what are the consequences of those three options?

(A) Kills off most role-playing, leaving the characters as playing pieces who disdain pain, and personal risk, and see combat as a goal rather than a tool. Sure, the players may state that their characters are death-or-glory types who don’t care about the pain or death – but should that really apply to all of their opponents too? There’s nothing wrong with that in a tactical wargame – but once you discard realistic motives you’re no longer playing a role-playing game.

(B) Kills off player-character decision-making (and is also known as “railroading”). There’s nothing wrong with that if the railroad goes to what the players want to do and the GM is simply providing an in-character excuse for the characters to be doing it – but it’s worth noting that actual gladiators were quite creative about finding ways to “cheat”.

That leaves (C) – Which is why death is a simple temporary inconvenience in most computer and video games. I died? Who cares? Just wait a moment while I go pick up my stuff, or put in an extra token, or hit the replay button…

In most tabletop role-playing games the classic answer to “being fairly sure of survival” was a bit of GM warning of especially tough or dangerous opponents, ablative combat, scouting out the opposition, and having the characters be prepared to escape and heal themselves if things seemed to be going badly. As characters became more powerful, they tended to acquire special methods of escape – ranging from smoke pellets and skill at hiding on up to cloning systems, limited-use teleportation devices, and resurrections. Sometimes – in desperation – they would even resort to bargaining or surrendering…

The World Tree game – where even basic starting characters and ordinary folks can easily be equipped with short range teleportation powers, a small supply of “automatically heal me from death” devices, and are usually pretty tough into the bargain – is the logical end point of this progression. On the World Tree most fights against intelligent opponents are not to the death; they’re “until keeping going starts becoming seriously risky or expensive and I use an escape effect” – or they’re social or political or some such to start with.

Now World Tree can be a lot of fun – but a lot of players will find it really annoying when their opponents escape. A fair number of them hate to retreat even when they should. Worse, living through truly serious World Tree combat when it comes up, even if it is pretty rare, involves quite a lot of careful forethought, planning, and resource management.

A lot of players don’t like that – and the solution was “Balanced Encounters”.

Of course, “Balanced Encounters” are a lie.

Lets think about that. Is Chess “balanced”? It may not be entirely perfect – there is the first-move advantage – but that’s why most people choose who goes first at random, which restores perfect parity between two random players sitting down for a game.

Chess is fair and balanced – and pretty much comes down to player skill and intuition. One or the other player may win or it may wind up a draw – the equivalent of “one or the other side falls back and escapes” in a RPG – but the odds are pretty much equal.

But WOTC had a stroke of genius – and in a bit of doublespeak worthy of substituting “ethnic cleansing” for “genocide” – redefined a “balanced (combat) encounter” as “one where the player characters are expected to win quite readily – without needing to bother with scouting or special preparations or even any really complex tactics – at the cost of about 25% of their daily resources”.

Funny, I thought that “Balanced” meant “Both sides are more or less equal and have fairly equal chances”. That’s what it means in Chess – and in Monopoly, and Poker, and Scrabble, and Tennis, and Baseball, and pretty much every other game. The few where the two sides really are grossly unequal are usually played in rounds where the players switch sides – like baseball innings.

You could do that; make it a genuine test of player skill; run through your “balanced encounter” as usual – and then switch sides and replay it. To get any rewards for it, the players have to win both times.

Not going to be popular using WOTC-style “balanced encounters” is it?

Still, despite the irritating-to-me doublespeak, “Balanced Encounters” really do work perfectly well from a gaming point of view and a game using them can be lots of fun. It does, however, require throwing out any pretense that the setting makes sense on its own, rather than revolving around the player-characters. A lot of players and game masters won’t mind that – after all, it’s basically true – but it will drive others (mostly the “deep immersion” players) right up the wall.

Combat as War only works in a role-playing game that… (A) supports a fair level of world detail as opposed to mechanical detail, (B) has players who are ALL willing to invest a great deal of time and effort in both role-playing and in planning and preparation, and (C) is run as a simulation of a fantasy reality, with an emphasis on the physics of the fantasy universe – how things work instead of what they do – and the motivations of the characters (both PC and NPC) involved rather than as a “game”.

Please note that this isn’t a “pick one” situation like Combat as Sport. This is all or nothing.

(A) isn’t entirely a matter of rules; the game may help by telling you HOW things work in the setting, and even by providing a certain amount of random background (Percent in Lair, Morale Table, etc, etc, etc…), but it can be a lot of work for the game master to make sure that the background makes sense, to keep track of time, and to have intelligent opponents make sensible preparations. (B) is required – since if some of the players aren’t willing to invest a lot of time in role-playing and planning they will be horribly bored and will soon rebel. Finally, of course, (C) requires making sure that the players have a reasonable idea of how things work in the setting and are willing to restrict themselves to what their character’s know.

Either style can lead to an enjoyable game as long as the people playing are all willing to go along with the assumptions and behaviors involved – but when someone isn’t, you get problems.

Not entirely by coincidence, Chess IS about perfect as a combat-as-sport game. It’s about as rules, setting, information, and terrain equal as you can get and no one worries about the motives of the individual pieces (outside of a few short stories) – and thus it doesn’t even need a game master. Guided Freeform games are about the epitome of Combat-as-war; they rely heavily on rules that may be in the game masters head but are unknown to the players, the advantage goes to creative use and interpretation of the setting, and anything else may be wildly unequal to the point where many combats will jump straight to the foregone conclusion.

My personal observation is that combat-as-sport is better for episodic games, if players may or may not be able to make it to any given session, and for shorter campaigns. Combat-as-war tends to require greater committments and longer games. When players come and go, it can really disrupt a combat-as-war game since a single “battle” may span multiple sessions.

It’s still possible to mix the two of course. As an example the last d6 Star Wars campaign ran for a bit over a hundred sessions – and did indeed lean towards “Combat as War”. There were a few roughly “balanced” battles (The weaker, but well-prepared, Bounty Hunters have caught up with you!), and plenty of grossly unbalanced battles – but they were fun anyway when the objective on one side was “Capture” and the other was “Impress these men enough to recruit them”, or “let them escape believing that they just fought a battle with the people we are trying to frame”, or “stall them and keep the damage to an absolute minimum while our negotiators slip through to try and settle this”.

When the objective was “rescue several thousand civilians who think that half of the party are legendary villains from bioengineered flying jellyfish-monsters who’s touch induces berserker madness, get them to the spaceport, take the spaceport away from a fanatical defending force with starship weapons who also think that the party is full of legendary villains without damaging the defenders or the ships, and get everyone offworld” things got complicated – but there was a mighty string of exciting battles and tense negotiations during which very few people (there were a few civilians that the party didn’t manage to rescue from the jellyfish-things) actually got killed.

To mix combat-as-war and combat-as-sport more readily, simply ensure that…

  • (A) The players do a lot of their planning in their personal time – such as picking out and upgrading their equipment, training in their special options, and coming up with pre-planned maneuvers – rather than before fighting. The good old “Next week we’ll be dealing with these problems… you might want to plan ahead” at the end of the session works beautifully. The players who want to plan will come with plans, the ones who don’t want to bother will simply ride along with the ones who did.
  • (B) Most battles are not to the death. This cuts down ENORMOUSLY on the frantic efforts to plan for every possibility and allows a lot more spontaneity since the players can afford to lose occasionally – and may well be quite happy with a partial win if there are multiple goals (which takes us to…)
  • (C) The goals are usually more complex than “defeat the opposition”. If your goals are “Kill the enemy and take their stuff” things are a lot simpler – and more one-correct-tactic oriented – than if your goals are “capture the bandits, find the rare item we want, impress the sheriff so he’ll owe you a favor, cover up the involvement with the bandits of one character’s idiot nephew, and get some information on the guy who drove the bandits out of their usual haunts”.

Thus, over the course of several battles in that d6 Star Wars campaign the bounty hunter D’arc went from Captor (goals; escape and steal his ship!) to Menace (goals; escape, find out how he found them again, try to keep the reward on them down), to Comedy Relief (goals; knock out D’arc and his henchmen, steal D’arc’s NEW ship, and persuade the locals that the group was NOT a major menace), to Stalker / Leader of a menacing enemy team (goals; keep him from revealing their location, try and persuade him that they were currently the good guys and should be helped, rather than hindered, and recruit him) – and finally to Ally.

There are more discussions along these lines in several other articles on the site – such as Battling the Balanced Encounter and the Ridmarch series on flexible adventure design (Part I, Part II, and Part III).

Unfortunately, none of that is precisely related to the original article, which is about players who attempt to import real-world tactics into games where they don’t work (and so their characters would not be familiar with them except, perhaps, as “things that don’t work”) and then get upset about it when they fail – although there is a relationship to the article you mention.

That article does make a good illustration though: the combat-as-sport side is presented fairly – but the combat-as-war side is not.

First up, a combat-as-war group generally IS going up against targets that they cannot defeat in a straight fight (and would need to run to survive without preparations), whereas the article implies that the groups are equivalent and the combat-as-war group could win if they just jumped in. That’s rather unfair since that’s generally not how it works.

Secondarily, the combat-as-war PC’s are presented as expecting benefits from trying to use obviously silly stratagems. A couple of layers of clothing and some mud are good against ordinary bees. Against giant bees with stingers the size of short swords? Not so much; that’s just “padded armor” (which monks were not allowed to use). Similarly, the “sneak attack with a ballista in a bag of holding” example is rather blatantly chosen to look like a silly rules exploit. Now if it had been “lure them into a corridor and use Stone Shape to collapse the ceiling on them” that would pretty obviously be clever tactics – albeit just as much an exploit and just as likely to be a cheap way to end an encounter with very little fuss.

Life and Death in d20

English: A scene from a generic fighting game....

I know, I know… but it works.

This question was a followup to the one about Undead and Souls in Basic d20. In this case it’s…

How do hit points and death work in basic d20?

Hit Points in Dungeons and Dragons and d20 have been described in a lot of ways over the years – as skill in avoiding injury, as luck, as divine protection, as structural integrity, as incredible toughness, and as a lot of other things. The trouble with most of those descriptions is simply that they don’t work properly.

  • Hit points work when you’re falling into a blast furnace – and how does “skill” help with that?
  • Hit points can be restored by simple spells that work on some plants and all animals. How is a simple spell forcing the gods to provide more divine protection? How much divine protection is a toad going to be getting anyway, even if it IS someone’s familiar?
  • How much skill in avoiding injury or parrying does a tree have anyway?
  • How much incredible toughness does a ghost with no physical body have?

When the descriptive text is self-contradictory it’s time to look at the mechanics – and what the d20 game mechanics say is that there are three kinds of hit points:

  • There are hit points that are restored by positive energy healing spells. Living things have those – and cease to be living somewhere below zero.
  • There are hit points that are restored by negative energy harming spells. Undead things have those – and fall apart at zero.
  • There are hit points that are restored by mending things. Objects and Constructs have those – and fall apart at zero.

Well, undead hit points are pretty obviously a near mirror-image of the kind that living things get – and object hit points fairly clearly represent structural integrity. Ergo, all we really need to look at is the kind of hit points that living things have.

For a look at that, lets take a look at one of the odder living creatures to be found out there in the d20 lands.

Take a fire elemental – an undifferentiated mass of hot gas. It can merge with a larger fire, and reform from it, just as an earth or water or air elemental can move through their elements. It can be injured by passing a sword through it. Why is that? It’s because it has vitality or “hit points”. It can be healed by the same positive-energy summoning spells that heal humans and it can be injured just like a human by the disruption of whatever structure it has. It can move around on it’s own, despite the lack of muscles. It can PICK THINGS UP despite being made of gas. At least on the material level – where that sword exists – it’s structurally quite identical to an ordinary fire, which can be stabbed all day long without harming or disrupting it one little bit. Ask any blacksmith.

So hit points – and the ability to move about and act on things – have nothing at all to do with this “biology” stuff. We know that because elementals have the same kind of hit points that humans do, but they’re noticeably short on “biology”. Hit points have to do with positive energy – which is why they can be restored, or even increased, by adding more positive energy, either on a temporary basis (while normal healing spells won’t do, spells which augment a spirits capacity and then add more energy work just fine) or through ongoing self-development or “gaining hit dice”.

Ergo, spirits have a reserve of positive energy, and use it to hang onto bodies, and to make them to move and act. That’s how a fire elemental works, that’s why a frail-looking crone can have a twenty strength, that’s why “losing hit points” doesn’t actually weaken or hinder d20 creatures until they’re at zero hit points, why wounds are ablative and measurable by spells like Deathwatch rather than being related to actual physical injuries, and why the “heal” skill accomplishes so little. Mere damaged flesh is not, fundamentally, the problem. Flesh doesn’t really matter to a basic d20 human any more than it does to a basic d20 fire elemental – which doesn’t have any.

It doesn’t really matter whether you feel that positive energy deflects damage like a force field, makes a creature tougher than a steel statue, or compensates for and repairs damage. The net effect is the same. A single crossbow bolt to a mid-level human’s shoulder is a small disruption and a loss of a modest quantity of positive energy. A single crossbow bolt to the heart is a notably greater disruption and causes more loss of positive energy because it impacts the bodies systems over a wider area (thus allowing “sneak attacks” and “criticals”) – but it’s still no problem for a spirit that still has a good reserve of positive energy left. Such a spirit can keep its body going anyway – and once the weapon is out of whatever wound it’s created the spirit can seal it up with ease.

Simply having your metabolism stop without physical damage isn’t lethal; you can be turned to stone, spend a thousand years as a statue, and then get turned back into flesh, and be just fine. (In fact, there’s no really good reason why a spirit can’t animate a statue like a golem save for it not having magic to make it easier and not being used to it. If you want to throw in making those adjustments you’ll want a spell like Iron Body).

Of course, if a “Death Effect” snuffs out a living spirits reserve of positive energy, it will die instantly.

So what about suffocation, starvation, and thirst?

  • They’re fairly simple; a normal human (or animal or similar fleshy) body requires a careful balance of the energies of fire (which feeds on the other elements), earth, air, and water to exist. Earth is stable in itself – which is why bone endures – but the others need to be supplied. Without regular supplies of air, earth (found in food), and water the body starts to suffer damage. Too much damage – which happens very fast when it comes to air as might be expected of a fire – has exactly the same effects as any other kind of damage; death. As the imbalance of elemental energies scontinues to increase after death the body mortifies (too much water), desiccates (too little water), falls to bits (too little earth), petrifies (too much earth), burns or powders (too much fire), or freezes (too little fire). Air is more subtle, but it usually doesn’t hang around at all anyway.

What about “Massive Damage”?

  • The problem here is something better known as Cascade Failure. A complex system – whether it’s an electrical power grid, an ecology, a magical structure, or a fleshy, body – has a great many interdependent components. Every one of them has some tolerance for damage. There is always at least a little redundancy. Such systems can handle many insults, overloads, and bits of damage here and there – but sometimes, when the system is under enough stress, a very tiny nudge here or there can tip the balance. Something starts to give, the stress on associated components abruptly skyrockets, they start to give – and in a couple of seconds you go from “functioning system” to “pile of junk”. For a spirit, that’s just too much physical failure to compensate for.

What about Constitution Damage and Drain?

  • Constitution is a measure of how efficiently a body uses positive energy. That’s why changes to constitution affect hit points immediately, without having to wait for damage or healing. Thus a body at zero constitution can’t bind with positive energy any more – and it doesn’t matter how much positive energy a spirit may have left at that point; no matter how much you multiply by zero, the result is still zero.

Diseases and such are just a variant on this; a “disease” is a lot of tiny parasites that reduce the bodies ability to bind with positive energy – possibly by sucking it up themselves. Too much of THAT and – inevitably – down you go.

What about old age?

  • Death from old age isn’t a physical failure in d20. After all, learn the right disciplines or spells and you can alter your physical age as you please or even get a whole new body – and yet most of those abilities do not extend your lifespan. Similarly, you can’t Raise or Resurrect someone who has died of old age.

And you don’t even need a body at all for a Resurrection.

If it isn’t a physical failure, it must be a spiritual one. Ergo, at some point, the spirit loses the ability to channel positive energy into a physical body. In most creatures that’s a gradual process with some warning signs; first the spirit can no longer keep up with superficial, cosmetic, signs – graying hair, wrinkles, and so on – then you get stiffness, degenerative problems, slower healing, less resistance to disease, and the deeper signs of aging – and then, in the end, even if the spirit manages to evade lesser causes of death, the amount of positive energy the spirit can push into the body will no longer suffice. Irreversible natural death occurs.

Are there other possible explanations for hit points? Of course there are; they’re just a lot harder for me to fit into the d20 rules set. They mostly require either some very convoluted reasoning to make them fit the d20 mechanics or major changes to those mechanics.

Now, the d20 mechanics are hardly perfect. They have limitations, they don’t simulate “common sense” very well when it comes to things like injuries, and they’re pretty abstract in places – but they do play reasonably well and are usually fun. Sure, I could hack in some far more realistic rules about injuries and combat – but just ask any real soldier. Realistic combat is NOT FUN. Realistic injuries are NOT FUN. Playing “desperate terror, sickening adrenalin rushes, and horrible pain with a high statistical chance of death” is NOT FUN. Playing “three months in the hospital and then maimed for life” is NOT FUN.

“Fun” is why we’re playing these games. Given how much most role-playing game rely on combat to generate excitement, where realism gets in the way of fun, realism gets thrown under a bus and then buried in a shallow anonymous grave.

Thus, in some realms, injuries are hindering and complex, they often fail to heal entirely, and even a tiny injury in the right place can kill. There death is often a slow process – and chunks of your body and mind can die before others. The line is hard to draw, and that gradual fading is a mystery to most men. The nature of life there is entirely different from it’s nature in a basic d20 universe – and it’s ending is equally strange by d20 standards.

In a – far more fortunate and far more entertaining – basic d20 realm death is simple. To quote the SRD:

A character dies when his or her hit points drop to -10 or lower. A character also dies when his or her Constitution drops to 0, and certain spells or effects (such as failing a Fortitude save against massive damage) can also kill a character outright. Death causes the character’s soul to leave the body and journey to an Outer Plane. Dead characters cannot benefit from normal or magical healing, but they can be restored to life via magic. A dead body decays normally unless magically preserved, but magic that restores a dead character to life also restores the body either to full health or to its condition at the time of death (depending on the spell or device). Either way, resurrected characters need not worry about rigor mortis, decomposition, and other conditions that affect dead bodies.

When a spirit no longer has enough of a reserve of positive energy to hang onto it’s physical body, it begins slipping – moving from from “-1″ on down, much like a man losing his grip on a tree branch. Once that spirit runs out of positive energy, it falls. One billionth of a second before the fall, simple healing magic can see the victim hail and hearty in an instant. One billionth of a second afterwards, the bond of spirit and body is broken and the victim is dead. In basic d20 worlds the spirit is immediately drawn to it’s destination plane, just as a man holding onto a tree branch is drawn to the ground once he loses his grip.

Some spirits find ways to stick around – dropping to a “support” above the “ground” – using negative energy to return as an “Undead”, psychic power to persist as a free spirit, or many other methods. Such things are judged unnatural by many – and negative energy “life” is inherently malevolent and destructive of positive-energy life – but there isn’t necessarily anything wrong with doing so.

So much for life and death.

As for what comes after…

Under standard 20 rules, a spirit pretty much loses it’s individuality once deceased; it becomes a generic “petitioner” in the afterlife and can be killed again – being annihilated (if they aren’t for a long time they’ll eventually be absorbed into the structure of the plane – once again, effectively being annihilated). On the other hand, many settings state that these now entirely-generic entities are rewarded or punished for things that they did in life – even though you can’t actually tell them apart in any meaningful way and they don’t remember their mortal lives. Of course, the d20 rules also state that determined spirits can come back as revenants, that you can find and communicate with them, and so on – the usual hazards of multiple opinionated writers who aren’t consulting each other.

Most actual d20 games ignore the “petitioner” bit; what’s the point of rewarding or punishing generic blobs who have no idea of why? Why make an “afterlife” into a generic video-game extra life that will inevitably end at some point? Why seek out the ancient spirit of a long-dead king, or mighty mage, or your dead child, when all you’re going to find is a generic petitioner who knows nothing and doesn’t know you?

Fortunately, house or setting rules that change that only require changing a few sentences and have virtually no effect on the mechanics. Dead characters are usually (although hardly always) pretty much out of play in any case.

Finally, of course, we have attitudes towards death.

Now, unlike in reality, in a basic (or even setting or a house-ruled afterlife) d20 fantasy setting Death is normally no mystery. There’s no particular doubt about how it works, or the moment of death, or about personal survival in the afterlife, or anything like that. If you have serious unfinished business, or a really big grudge, or want to watch over a grandchild, or want to haunt your murderer – well, most d20 settings say that a determined spirit can find a way to do it, if only by appearing in dreams. Gods very definitely exist, and care for their followers both before and after death. People fairly often come back from death, or use astral travel to visit the planes of the dead, meet some dead relatives, and tour the place a bit.

That means that the fear of death is mostly based on anticipated regret – “there were still things I wanted to do! I’m not ready!” – rather than fear of personal extinction and the unknown, or even of punishment (gods who punish people who follow their philosophies don’t tend to get many followers). That’s also why d20 worlds tend to have gods of the dead, protectors of the dead, judges and advocates of the dead, psychopomps who guide the dead, and gods who just like to kill people – but they generally don’t have a true “god of death” or any version of a “grim reaper” any more than they have gods of “losing your grip on tree branches”. The process is simple, automatic, and has no need for personification.

This too is good; it means that heroes who spit in the face of death, face threats with valor rather than appeasement, and who sacrifice themselves for causes knowing that they are passing into the care of their divine patrons are relatively common – rather than as rare as they are in the real world.

That makes for an exciting and dramatic game – and is, given the rules of the setting the action takes place in – entirely realistic. It’s hard to ask for more out of a rules system than that.