Hey gang! One of the things I've been doing lately has been tweaking the Empress rules for spell casting. I didn't change that much, but here's a list of what was added:
There are now only five spell levels.
Casting spells now have a price, which is equal to four times the spell level minus the caster level, with a minimum value of twice the spell level.
The price of a spell is proportional to the cost paid by the magician. As before, the exact nature of the cost depends on the type of magician - time for sorcerers, physical energy for mystics.
The precise costs of spells has been tightened up.
Any spell parameters that scale, like duration, damage or range, scale based on the caster's level plus the appropriate ability modifier (Spirit for mystics, Mind for sorcerers).
There's a spell list! This is the biggest change; rather than leaning on the SRD or the Lamentations list, I decided to write my own from scratch. It really wasn't too hard, since I resolved to keep the descriptions short and sweet.
One thing you may notice about my spell list is that few of them have combat applications. My conception of magicians is that they are not medieval superheroes, firing beams out of their fingers and flying around like a robed Captain Marvel. Using magic in combat should be quite possible, but it should be indirect and require some creativity. When it comes to giving and taking damage, fighters should be kings of the battlefield at all levels.
Magicians occupy a strange position in many parties. It's clear that fighters should have a front line combat role. Thieves are well-suited to all those non-combat adventuring activities. But magic-users, in the traditional model, are basically able to do pretty much anything, but only a limited number of times. With a traditional magic-user, you can become a combat powerhouse (with your Fireballs and your Cloudkills), or the perfect burglar (with Invisibility and Knock). It just doesn't seem fair to the other classes to have magic-users occasionally outshining them in their own specialties.
So I try to find other things for magicians to do. And I partly succeed. But you're never going to have a magic system without an Invisibility spell. Without further ado...
I've seen a number of OSR blogs (rightly) complain of the utterly boring nature of D&D magic weapons. Plenty of posts have been made offering (welcome) replacements for the tired-as-fuck sword +1. Doot-dee-doo, OSR to the rescue!
So tired of these
But you know what's dumber than a +1 sword? A fucking -1 sword.
Yes, there has been a drought of posts from yours truly. A long dry season for posts on Artifacts and Relics, as it were. Listen, when it comes to writing about games, my big priority is making headway on Blackrock. And it's (surprise!) slow going. I have to say, writing certain bits is a real drag. But like some kind of mighty-thewed yawper, I heroically trudge forward.
This is like game writing
But life is not all OSR fantasy adventure setting authoring. No! I also read OSR fantasy adventure settings. You see, I have many interests. And so this post. I recently picked up The Dark of Hot Springs Island, and have sort-of read it. I've basically flipped through it a bunch. I can't say I've read enough to write a review, but I am comfortable saying I've read enough to write a pre-review, or as some might say, "premature half-ass musings." So please join me, if you will...