Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Monday, July 26, 2010

Sleep Spell Chart

This is the kind of crap I do instead of working on one of my projects. I am looking up a stat for this or that or some critter and I wonder what it looks like in one of the other gaming systems. And off I go. Twenty books spread across my desk, this time all opened to the Sleep spell, and now I can't even find my keyboard.

I picked the Sleep spell this time because it is the quintessential 1st level spell. No mage leaves home without it. And for a 1st level spell it is by far the most powerful. Magic Missile wounds one, maybe you get a kill if you run into a sickly kobold. Read Magic I always had a problem with since I am playing a mage should I not have been trained in the oogly googly language of magic? Charm Person is a great one, but again it affects a single target. And if the target makes his or her saving throw you are stuck there with nothing but a stubby dagger in your hand. Has shouting "Stop, or I'll kill you with my darts!" ever been effective? Hold Portal, is handy, but a chair or a lock can do the same. Needing to cast Shield would mean I am getting attacked. Why aren't my meat shields doing their job? Then you have a handful of useful utility spells like Light, Read Languages, Identify, and Unseen Servant are all useful, but not worth taking up a spell slot during the exploration of the Spastic Lizardmen Temple of Unseen Smells.

Sleep can single handedly take out a small army of critters and all of a sudden that stubby little dagger of yours becomes the most powerful weapon in existence to those taking a snooze.

So this is where my time goes. I spent going through as many system books as I could find and comparing the differences of the Sleep spell. One thing they all seem to agree on is Sleep is a 1st level spell. So here is a table of the basic information. I guess the one thing that always bothered me about the Sleep spell was no saving throw. Systems seem to be split on this one. Anyways, this is how I spent my Sunday afternoon. It is now Monday morning and I have finally put back my books so I could write this. Click on it to make it larger.

Friday, December 18, 2009

A Vote for the Ritual System

James M. recently did a review on Rob Conley's Majestic Wilderlands. I read his review and a couple of his negative statements on the Ritual System got me to thinking why it's a good addition to a campaign.

The comments that caught my attention were "I don't much care for the concept of rituals, precisely because it changes the complexion of spellcasting character classes in a profound way. Without the so-called "utility spells" taking up spell slots, spellcasters no longer have to weigh combat effectiveness against the unpredictable needs of adventuring. Should I memorize find traps or hold person is a significant decision..." then finishes with "...I think it (the Ritual System) does serious violence to the class structure of D&D and would never allow the rules to be used in my campaign."

I completely agreed with James when Rob first wanted to introduce the Ritual System. Then we did a few playtests that included the Ritual System and I was shocked by how much it made sense. The effectiveness of the spellcasters increased and it made playing them at low level more enjoyable. In addition almost every historical tome on magic includes the components and specific time or situation needed to complete a ritual. Rob has simplified this into a gold piece cost per ritual. So it makes sense historically and it's very playable.

The other way I think it makes sense is that intelligent races innovate. Intelligent races find ways to make things better in a shorter time. So why would a magic be any different. After years of practicing magic, especially in an adventurer profession world, they would find ways to give them the best chance possible to survive and to thrive. I think a ritual system is a natural progression in what the next step a magic system would take.

Do I think the ritual system is right for every campaign or every GM? Absolutely not. But it's a viable option a GM should consider when developing their world. Options are good. Really.