Magic on Iourn

In order to protect themselves from the coming war against Karatath, the githyanki and their phaerimm allies sealed the Astral Plane. This made all Teleportation and Summoning magic impossible. To further shore up their defences, the servants of the lich queen also went about severing all the Astral Conduits that conduct the souls of the departed to the Land of Dead. In turn, this made all resurrection magic impossible.

But this is no longer the case. The goddess Lolth has stepped in, and used her power to reknit the Weave. The Astral Plane has been reopened. Teleportation and Summoning spells are working again. There are no Astral Conduits left, so resurrection magic still doesn’t work  as there’s nothing for it to work on. Rest assured, we’ll be looking into that particular sticky wicket during the next adventure. But magic has been restored. Everything is back to normal.

Or is it?

I have been dropping some heavy hints in the League of Light campaign, that the new Weave is not quite the same as the old. Magic may work slightly differently now. This is because it was my intention to introduce a brand new magic system during the next Retreat. It was in fact my intention to have HD&D up and ready to go by this April. That seems like a ridiculous goal now.

Anyway – HD&D will not be ready within the next eight weeks, but we are still going to be entering an adventure where the magical weave has been restored. Therefore, for the sake of narrative consistency and, dare I say, verissimilitude, I need to impose a new HD&D-inspired paradigm on magic, even if we aren’t actually adopting the mechanics yet. Which is why this message is taking the form of a blog post and not an e-mail. I need some ideas.

Why Change?

Let’s start with a little back-ground. The magic system as presented in third edition, Pathfinder and the current Iourn houserules bugs me somewhat. Because we operate a free-casting system (based on either spell points or fatigue) we are faced with problems that the original designers of the game did not envisage. Namely the fact that characters can cast the same spell again and again and again.

Normally, I don’t have a problem with this. If the fire priest can stand there and lob fireball after fireball, then that’s fine – it’s in his idiom after all. The problem comes from those spells whose entire purpose in the game seems to be to circumvent fun. As a GM, and as a player, I think it’s far more satisfying to piece together clues and work out what is going on, than just cast a spell and receive an answer. I think it’s far more colourful to physically travel from one location to another than just use Teleport as a perpetual shortcut. Divinations and Teleportation magic really, really bugs me. It certainly has its place, but when it becomes the go-to solution for every encounter and plot contrivance, then we have problems. I don’t want to have to contort a perfectly good adventure to take into account the fact that someone knows the Find the Path spell.

HD&D should solve these problems. Increasing the casting times for divination magicks, tying long range teleportations to magic circles (as in fourth edition) and using a Recharge mechanic for spells instead of spell points will make a big difference. But we’re not there yet, so I want to introduce a temporary system we can layer over the spell-casting system, until we do get there. Here are my thoughts:

Recharge Magic

Now is not the time to introduce a recharge mechanic into the game. It’s a controversial enough decision for HD&D and I don’t think that it will work in third edition. For the Recharge Mechanic to work it has to go hand-in-hand with numerous feats and class abilities that play off it. That mitigate, or allow characters to take advantage of it. We’re not going to have time to do any of that, so this isn’t really an option.

This means that wizards, druids and clerics will still be using spell points, and sorcerers will still inflict nonlethal damage on themselves when they cast spells. Nothing will change on this front. This also means that wizards will still need to select their spells for the day in advance. However, as we don’t currently have any PC wizards in any party that I’m currently running, I think we can gloss over this.

Availability of Spells

Another virtue of HD&D is going to be the limitation it imposes on the number of spells known by clerics and druids. While both classes can eventually learn as many spells as they like, their starting spells and the extra spells they get for gaining levels is much lower. This avoids a druid reaching a new spell level and suddenly adding an extra eighty spells to his spell-list.

Again, we’re not there yet. And as a result, I think we’re going to have to leave PC spell lists unchanged for the time being. I’m not going to do anything to restrict the spells that anyone in the party currently has access to. When we introduce HD&D we’ll have to look at this again, but for now we’ll leave things as they are.

Divinations

I think the easiest way to deal with divinations is simply to increase the casting time. The casting times of all zero and first level divinations can remain unchanged. Casting detect magic with a click of your fingers all seems well and good to me. However, all divinations of second level or greater will have their casting times increased as follows.

If the spell takes a standard action or a full round to cast, it will instead take ten minutes. If it already takes ten minutes, then it’ll take an hour. If it takes more than an hour, then it will take eight hours minimum. These are just guidlines. Here’s how things would pan out from the divinations in the Player’s Handbook:

Casting Time – 1 action or round: Comprehend Languages, Detect Animals or Plants, Detect Chaos, Detect Evil, Detect Good, Detect Law, Detect Magic, Detect Poison,  Foresight, Guidance, Know Direction, Moment of Prescience, Read Magic, See Invisibility, Speak with Animals, See Invisibility, True Strike

Casting Time – 10 minutes: Arcane Sight, Greater Arcane Sight, Augury, Detect Secret Doors, Detect Snares and Pits, Detect Scrying, Detect Thoughts, Discern Lies, Find Traps, Locate Creature, Locate Object, Prying Eyes, Greater Prying Eyes, Rary’s Telepathic Bond, Speak with Plants, Status, Stone Tell

Casting Time – 1 hour: Clairaudience/Clairvoyance, Commune with Nature, Divination, True Seeing

Casting Time – 8 hours: Analyse Dweomer, Commune, Identify, Contact Other Plane, Discern Location, Find the Path, Legend Lore (much longer if you do not have the item or creature to hand), Scrying, Greater Scrying, Vision

Teleportations

Teleportation magic can be divivded into two categories: short range and long range. Short range teleportations, like dimension door, continue to function normally with one exception: the range of these spells are limited to line of sight. This means you cannot dimension door to somewhere you can’t see, even if you know it very well. Equally, you can’t dimension door if you’re blinded, or in an area of total concealment or darkness. Casting time for dimension door is unchanged.

The Teleport spell must be directed to an existing teleportation circle, and you must know the ‘code’ to access that circle. What this means is that teleportation magicks are going to be a lot less common until churches, guilds and PCs create their own stable portals. The casting time for teleport is increased from 1 standard action to one hour.

Greater Teleport can still send you anywhere. You don’t need to arrive in a pre-existing teleportation circle. However, if you don’t aim for such a circle, then the chances of you incommoding yourself or getting lost in transit is much greater. Use the table for the Teleport spell when you try and teleport ‘off the grid’ with a Greater Teleport spell. The casting time for Greater Teleport is also increased to one hour.

Summoning

In the HD&D system, there is no distinction between Summoning and Calling spells. Everything you summon comes from somewhere else, and if it dies as a result of your summoning then it is really dead. That’s a concept that can easily be introduced now. HD&D will also limit the number of different types of creature you can summon, by requiring casters to know a different spell for each type of summonable creature. “Summon Dire Rat” is a different spell to “Summon Dire Ape”.

Introducing that is more problematic, so we’ll just ignore those changes for the time being. We’ll just assume that casters know all the different spells they require should any Summoning come up.

Raising the Dead

At present this does work. This isn’t because it couldn’t work, but because the souls of the dead need to be drawn back to their body through the Astral Conduits; and these conduits don’t exist any more. Once this matter is solved, then resurrection magic will function once more. However, there will be a few alterations:

At the moment the game has Raise Dead (5th level), Resurrection (7th level) and True Resurrection (9th level). That will change. We’ll get rid of True Resurrection altogether, and the other two spells will move to levels 6 and 8 respectively. Clerics will have to be eleventh level before they can raise the dead, not ninth as it was in third edition.

Nextly, a physical link is always required to raise the dead. This means the body or (in the case of Resurrection) a part of the body. Even a disintegration spell leaves ash behind – that is enough for Resurrection. The spells coax spirits back from the Land of the Dead to their bodies. If the spirits didn’t go to the Land of the Dead in the first place, then they cannot be raised. This means that these spells don’t work on elves, outsiders or other entities. If the spirits have moved on from the Land of the Dead to their place of final rest, or Oblivion, then these spells will also prove ineffective.

In a character did not have unfinished business or an heroic destiny then they are unlikely to tarry in the Land of the Dead. This means (as in fourth edition) that it’s unlikely that raising the dead will work on most NPCs. They are just not significant enough. Dead means dead. Characters that have a place in Fate’s plan (including all PCs, obviously) can always be raised if it is within the power of the spell to do so. However, as in third edition, characters cannot be raised against the will of the player.

It is possible that other spells may prove effective in reviving outsiders and elves. However, these spells would not commonly be available to player characters.

Conclusion

And that is about it. Some minor changes to the way that certain spells work should be sufficient to invoke a different feel to the Weave, but without adopting all the concepts of HD&D when they aren’t ready to be implemented. I would appreicate your comments on this.

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