Malleable Magic, An Improvisational Magic System

PLAYTEST MATERIAL

One of the more lamentable things I have faced in some moments when playing Dungeons & Dragons is the realization that magic is such a particular craft.  This was more understandable in early D&D, when Vancian Magic was king.  A wizard would spend hours memorizing this very particular spell that has a very particular effect when the spell is finally triggered.

Experiencing Dungeon Crawl Classics and other systems in which "spell checks" must be made with varying levels of results was an eye opening experience.  Ever since, I have fallen in love with "risky magic."  Recently, I've wondered: what if we made this a process that was less based on tables with predetermined results, and more on some simple principles that govern magic?

Malleable Magic is an attempt to use these governing principles to make magic a rules-light and highly intuitive process.  It makes it so that players can innovate, manipulating magical energy to serve the task at hand.  The system requires some faith in the GM, that they are not going to be overly combative in the players' creativity.  The intention of the system is not to have GMs obsessing over setting exactly the proper Casting DC that the Principles suggest, but to have a means by which they can judge whereabouts a Casting DC should be on an improvisational level.

This can be easily applied to OSR titles that use basic Wizards or Clerics by simply replacing the spell system as it's built in with this one.  As long as you're using the conventional stat spread, this will work perfectly fine.

MALLEABLE MAGIC!


How to cast a spell


1. The PC must have dominion over a certain aspect of magic.  You can divide this how you like.  For the purposes of keeping in with D&D adjacent systems, you can divide this into the Schools of Magic for Wizards and Spheres of Influence for Clerics.  Schools of Magic can be randomly determined or determined by backstory (with GM permission).  Spheres of Influence would be informed by the Cleric's deity.

2.  Once the PC sees a moment where they would like to use their magic, they tell the GM what they would like to accomplish using that School or Sphere.

3.  The GM will consider how difficult the casting should be due to the precision, potency, and scale of the spell.  By making these considerations (and using the Principles as a guideline), the GM assigns a Casting DC.

4.  The PC makes a Spellcasting roll (if a Wizard) of d20+level+INT modifier.  If they are a Cleric, they make a Prayer roll of d20+level+WIS modifier.  The Wizard or Cleric can attempt to lower the difficulty or the casting time by using reagents, tools, and assistants.  The casting roll must meet or exceed the Casting DC or the casting will fail.  A natural 20 means that the casting is especially potent.  A natural 1 means that a casting mishap occurs, the effect of which is determined by the GM.  Failing a casting means that a Saving Throw vs. Magic must be made.  Failure means you cannot continue casting using that School or Sphere until you have rested for 8 hours.  An additional hour must be used per School or Sphere you are trying to recover as the Wizard revises their theorems and the Cleric prays for forgiveness.

5.  Any creature affected by these spells are afforded a Saving Throw under certain circumstances (see Principles). Assuming there is no successful resistance, the spell takes effect.



The Principles


1. The base Casting DC for any spell is 6.

2. You then create a spell level based on a scale of difficulty between 0-10. A zero should be of such little importance and strain that it's a basic convenience, such as the Light spell. A 10 should be some of the most powerful magic accessible to a mortal in your world. In a high magic game, this might be level9 5e spells like Wish, True Resurrection, etc.

3. Multiply the spell level you assigned by 3 and add that to the base Casting DC. (Ex: A level 0 spell would have a 6 Casting DC. A level 10 spell would have a 36 Casting DC).

4. Consider any additional relevant modifiers. If the player takes their time casting the spell, the DC should decrease. If they're using optimal conditions (the best location, with tools, consuming materials, with assistance), it should decrease. The maximum you should decrease the DC with all of these factors favorable should be by 15. Example:

Casting Time deduction for every interval increase: 1 Round (0) -> 2 Rounds (-2) -> 1 Minute (-2) -> 10 Minutes (-2) -> 1 Hour (-2) Total of 8 possible

Assistance: -1
Best location: -2
Tools: -2
Materials consumed: -2

5. If the PC is attempting to cast a spell that is beyond their current level, you can:
add another +2 to the DC per spell level above their PC level (quintupling instead of tripling) (ex: For a level5 PC, level10 spell becomes Casting DC 46 instead of 36, 5x3+5x5+6. With a +3 INT, +15 ALL preparations, and +5 from level {total +23), they would have to roll a 23 on a d20, making this an impossible spell casting. A level8, however, would have a Casting DC or 40, requiring a 14 on the d20 with all preparations)
increase the cost of failure,
add an HP cost,
or just let them try.

6. The spells should consider Saving Throws and other effects of resisting as the system you're using would normally dictate. If the spell is completely made up to your knowledge, use your best judgement. Attributing caps on damage or effects by spell level would defy the improvisational and convertible goal of this system. The system is meant for quick resolution and highly intuitive use.

For reference...

Schools of Magic (Wizard starts with 1+INT Mod Schools, rolling on the chart OR confirming per backstory with DM)


Roll d8 every level increase. You get +1 to rolls casting this School with each duplicate you get.

1. Evocation manipulating energy or creating it out of nothing
2. Conjuration drawing materials, creatures, or energy to the caster
3. Transmutation altering the physical properties of creatures/objects
4. Necromancy the manipulation and/or use of negative energy
5. Divination using the gift of prophecy/foresight
6. Enchantment altering the nature of things, including the state of the mind
7. Illusion creating illusions, obvz
8. Abjuration magic that protects, blocks, and dispels.

SPHERES OF INFLUENCE


Spheres of Influence are defined by a Cleric's deity and are extremely self-explanatory. As such, no randomness would be appropriate. The Cleric will choose a Sphere that would fall under their deity's Influence at every level. They can choose a Sphere multiple times, getting a +1 on rolls in that Sphere each time they get it after the first.

Animal
Charm
Combat
Creation
Death
Dreams
Elem. Air
Elem. Earth
Elem. Fire
Elem. Water
Healing
Law
Plant
Protection
Science
Sun
Thought
Time
Travelers
War
Weather

Comments

  1. Pretty good, I like it!
    But I'd also make a few changes to help streamline the thing. First and foremost, the DC should be the spell level x 5. Yes, that puts high level spells out of reach for most characters, but then you could give them a list of bonuses they can add to their character's rolls for things like having a holy symbol, relevant material components, halfing sacrifice, etc (just kidding about that last one, I meant gnome sacrifice :-). All the stuff you mention as things to subtract from the DC.

    The good thing about this is that it uses just one simple rule for finding spell DC and it takes some of the work off the DM's shoulders and places it on the players. Let them add up their bonuses and figure out what their character will do to cause a successful spellcast. All the DM really has to do is consider the spell and place a level on it. Plus, when it comes to math, few people complain about bonuses and addition is just generally more enjoyable than subtraction.

    Another interesting thing about your system is that it can make things like siezing a wizards favorite wand or staff (which now provides a casting bonus instead of casting spells directly) or spellbook an important part of the adventure. Anything a wizard or cleric needs to cast a spell is now a weak point to be exploited.

    The only thing I didn't really like was the random part of Schools of Magic. I would just treat them like Sphere's of Influence with the character gaining a +1 bonus per level - which once again would help offset the high DC of spellcasting.

    ReplyDelete
    Replies
    1. Great feedback, Jerry! I appreciate all the feedback I can get.
      You can absolutely take the randomness out of the Schools of Magic and I wouldn't hold it against you. In fact, I would let the PC's downtime decide how that happens if downtime is heavily involved in the game.

      The randomnesses was mostly in the spirit of avoiding optimizing too much and inspire creativity.

      I might even consider that you get a +1 on the school/sphere you have been using most at every level.

      I'll consider a restructuring on the difficulty calculations after some testing. I want it to be easy on both sides, so your suggestion might actually take some math out for people. I dig that.

      Delete

Post a Comment

Popular posts from this blog

The Player Experience: OSR vs 5e

Fighting Giants and Other Huge Creatures in D&D

Attack Cantrips Are The Worst