Showing posts with label College Book Ritual. Show all posts
Showing posts with label College Book Ritual. Show all posts

Sunday, December 13, 2015

College Ritual Book Magic: Some playtest results

I've been using my College Ritual Book Magic system in my Castle of Horrors game, which has been the most sustained playtest of it so far. (+Nathan Joy used it a bit in +Uhuk of the Guard's Chaos Scar game, but those sessions were scattershot and Nate's attendance was spotty and it was hard to really evaluate what was going on.) I think it's held up fairly well, which doesn't really surprise me since it's really a codification of a bunch of existing GURPS optional rules, but there have been a couple of things we need to change.

Rational Spell Damage Changes

The biggest thing we noticed is that [Elemental] Weapon and [Elemental] Missiles are overpowered, the latter especially so when combined with modern firearms. Adding 4-7 points of damage to every shot from an automatic weapon for a minute is overpowered for 4 energy points.

My intent with [Elemental] Weapon/Missile was to make it a more powerful spell: +2 damage for 4 energy and 2 seconds casting time might have been acceptable in 2nd edition GURPS, with 100 point adventurers, but it fails to be useful under 4th edition expectations of 200+ point adventurers with rapid strikes and Weapon Master. I think I went too far.

One easy change is to double the energy cost. Then these spells compete with Great Haste as highly desirable combat buff spells, but with a different tactical role: Great Haste turns a warrior into a cuisinart against foes he can already harm but can only be cast after the fighting starts, while [Elemental] Weapon/Missile can be cast in anticipation of a fight and can give a warrior a more effective damage type against foes nigh-invulnerable to his usual attacks.

The other change we made was to rule that either spell's bonus damage can only be applied to one damage roll per attack roll. This is a simple way to reign in autofire and area effect attacks.

One other change is giving the spells a lesser form. For 4 energy and 1 second casting time, the bonus damage is fixed at 2 points.

Finally, +Kevin Smyth suggested blocking versions of each spell that would work for a single attack. It's a good suggestion, but I don't see why there needs to be two spells for such a minor effect.

Here's the new versions:
(Element) Weapon: Imbues a melee weapon with elemental energy that does 2 points of damage as a follow-up attack on a single damage roll from a successful attack with the weapon, with the element's usual damage type and damage modifiers. This spell takes 1 seconds and 4 energy to cast and has a duration of 60 seconds, with a maintenance cost of 2 energy. Enlarging the spell doubles the energy cost and increases the damage to slow progression. As a separate concentrate action that may be repeated, the spell can also be enlarged to apply to another weapon, at 4 or 8 energy per extra weapon. The weapon is not harmed by the elemental energy. Prerequisites are Magery 2 and Shape (Element), Resist (Element), Create (Element) or 9 spells from the college, whichever spell count is easier to achieve.
(Element) Missiles: Imbues a missile weapon with elemental energy that does 2 points of damage as a follow-up attack on a single damage roll from a successful attack with the weapon, with the element's usual damage type and damage modifiers. This spell takes 1 seconds and 4 energy to cast and has a duration of 60 seconds, with a maintenance cost of 2 energy. Enlarging the spell doubles the energy cost and increases the damage to slow progression. As a separate concentrate action that may be repeated, the spell can also be enlarged to apply to another weapon, at 4 or 8 energy per extra weapon. The weapon is not harmed by the elemental energy. Prerequisites are Magery 2 and Shape (Element), Resist (Element), Create (Element) or 9 spells from the college, whichever spell count is easier to achieve.
(Element) Strike: This is a blocking spell that imbues a melee  or ranged weapon with elemental energy that does 2 points of damage on a single damage roll from a successful attack with the weapon within the next second. It costs 1 FP to cast, but can be cast for 3 energy in which case the follow-up damage uses slow progression damage instead. The weapon is not harmed by the elemental energy. Prerequisites are Magery 2 and Shape (Element), Resist (Element), Create (Element) or 9 spells from the college, whichever spell count is easier to achieve.

Threshold and Calamity

Kevin has been casually letting his tally go over his Threshold, and he's suffered some minor penalties from calamity for doing so. The risk has been been pretty manageable, and if it looks like a spell will get people out of jam, or prevent a badly wounded comrade from dying, it's worth going over Threshold. Given that in my prior limited experience with Threshold magic, no one went over Threshold for fear of exploding, I'm very pleased with the new table.

I'm not as pleased with the balance point on Threshold magic in general, though. Wizards are still generalists, and they pick up a lot of power for not a lot of points. I'm toying with changing the cost of Extra Magic Ability, the advantage that increase Threshold and Recovery Rate, from 10 points/level to 15 or even 20 points/level. Wizards will still be able to do a lot of stuff, but they'll run out of power faster and risk Calamity earlier. I haven't made the change yet, but it's something to keep in mind as we do more with the system.

Learning Spells

In my original thoughts for the system, I assumed there would be two types of spell-casters: dabblers, who would pick up individual spells as Mental/Easy skills using the existing prerequisite system, and wizards, who would learn entire Colleges as Mental/Very Hard skills and would use grimoires to improve their skills with individual spells. Which was fine, as far as it went, but there was never a good solution to question of a wizard who wanted to specialize in a specific spell.

My current suggestion is that a wizard can use the points spent to learn a College to learn "virtual prerequisites," so a wizard with 4 points in the College of Fire could effectively know Ignite Fire, Create Fire, Shape Fire, and Fireball - and then learn Explosive Fireball as a M/E skill for 1 point at IQ+Talent level. He still wouldn't be able to learn Fast Fire, because he wouldn't know the prerequisites of Extinguish Fire and Slow Fire, but he could cast it at the normal default penalty and improve his effective skill with a grimoire.

Thursday, March 12, 2015

College Ritual Book Magic: Grimoires, Prerequisites, and Thaumatology

Thursday is GURPS day! When I remember.

I've been thinking about College Ritual Book Magic recently. We're using it in my online group's Chaos Scar game, so it's getting playtested a bit.

One possible issue that has come up is that there's no value to getting a grimoire of a spell with a positive value more than its prerequisite count. I wrote it that way to discourage people from putting 1 CP in a bunch of difference colleges and then cherry-picking the best spells with expensive grimoires. Which is a good goal, but it also means that there's no value in finding the Archmage's grimoire of Fireball +6.

I'm throwing this out as a possible fix:
A CRB spellcaster can use a grimoire to give a bonus on casting a spell in a College that she has at least 1 CP in. If the sum of grimoire bonus and spell prerequisite penalty is more than 0, then casting that spell is somewhat difficult, and the spell costs additional energy equal to the net bonus.

If a CRB spellcaster uses a grimoire to provide an effective skill on a spell greater than her Thaumatology skill, then she doesn't fully understand the process involved. She can still cast the spell at higher skill, but any failure to cast the spell causes an immediate roll on the Catastrophe table at her current tally.

These two effects combine if the CRB spellcaster is subject to both of them.

I think these two rules get the feeling I want. It's possible to use high value grimoires to cast spells at high skill level, but it's energy intensive and possibly dangerous. On the other hand, a focused spellcaster with very high skill in a single college can cast some basic spells without a problem, even if they don't understand the underlying magical theory. Anyone who wants to cast spells with huge prerequisite counts needs both a powerful grimoire and a lot of skill in Thaumatology if they want to be safe and successful.

What I need to next is rationalize prerequisite counts, but that's a rant for another day.


Thursday, July 17, 2014

Summoners and College Ritual Book Magic

For the most part, the summoner templates introduced in DF9: Summoners work very well with my College Book Ritual Magic system. Instead of getting a trivial discount on Magery in exchange for getting a drastically limited spell selection, they become masters of a single college, augmented by a focused and inexpensive talent. The only difficulty is the shaman, who uses a Power Investiture system instead. I have some thoughts on improving the shaman, and I'll add some comments shamans for CBRM.

CBRM Demonologist

Replace Demonic Attument 3 [24] and 10 points in demonologist spells with Magery 0 [5], Extra Magical Ability 2 [20], College of Demonology (VH) IQ [8]-15, and the Perk: Reader of the Black Grimoires [1]. Add additional levels of Extra Magical Ability to the general advantage list. If using Rational Spell Damage, add all forms of the Blight, Fire, and Ruin elemental attack spells to the College of Demonology.

The Close to Hell talent no longer gives bonuses to Religious Ritual or Theology but gives bonuses to College of Demonology and College of Death instead. Reader of the Black Grimoires allows the substitution of Hidden Lore (Demons) for Thaumatology when using grimoires to cast College of Demonology spells (even if the grimoire was written for an entirely different magical tradition!)

CBRM General Elementalist

Replace Elemental Influence 3 (All Elements) [30] and 20 points in elementalist spells with Magery 0 [5], a suitable 5 point talent [5], Extra Magical Ability 2 [20], the Perk: Elemental Understanding [1], and 19 points distributed among College of Air, College of Earth, College of Fire, College of Metal, College of Water, College of Wood, and/or College of Void, as appropriate. Add additional levels of Extra Magical Ability to the general advantage list.

Elemental Understanding allows the substitution of Hidden Lore (Elementals) for Thaumatology when using grimoires to cast spells from an Elemental college (even if the grimoire was written for an entirely different magical tradition!)

CBRM Specific Elementalist

Replace Elemental Influence 3 (One Element) [24] and 20 points in elementalist spells with Magery 0 [5], a suitable 5 point talent 2 [10], Extra Magical Ability 2 [20], the Perk: Elemental Understanding [1], and College of (One Element) (VH) IQ+2 [8]-17 (includes a +2 bonus from the talent).

CBRM Necromancer

Replace Deathliness 3 [24] and 10 points in Deathly spells with Magery 0 [5], Extra Magical Ability 2 [20], College of Death (VH) IQ [8]-15, and the Perk: Secrets of the Dead [1]. Add additional levels of Extra Magical Ability to the general advantage list. If using Rational Spell Damage, add all forms of the Blight and Cessation elemental attack spells to the College of Demonology.

Secrets of the Dead allows the substitution of Hidden Lore (Undead) for Thaumatology when using grimoires to cast College of Death spells (even if the grimoire was written for an entirely different magical tradition!)

CBRM Revised Shaman


As normal for CBRM, Shaman spells are individually IQ/E skills, and are sorted into three colleges.
College of Life: Beast Summoning, Command, Compel Truth, Cure Disease, Daze, Deathtouch*, Dream Projection, Dream Sending, Fear, Madness, Major Healing, Mass Daze, Mental Stun, Message, Minor Healing, Panic, Paralyze Limb, Presence, Remove Contagion, Retrogression, Rider Within, Rooted Feet, Sense Life, Silver Tongue, Sleep, Soul Rider, Spasm, Stop Spasm, Strike Blind, Strike Deaf, Strike Dumb, Strike Numb, Terror, Total Paralysis
College of Spirits: Affect Spirits, Animation, Animate Shadow, Astral Block, Astral Vision, Awaken Craft Spirit, Banish, Beacon, Command Spirit, Control Elemental, Create Elemental, Entrap Spirit, Final Rest, Materialize, Pentagram, Planar Summons, Planar Visit, Planar Shift, Repel Spirits, Sense Spirit, Skull Spirit, Solidify, Soul Jar, Summon Demon, Summon Elemental, Summon Shade, Turn Spirit, Turn Zombie
College of Wisdom: Bless, Create Door, Curse, Detect Magic, Dispel Magic, Divination, Force Touch*, Hide Object, History, Know True Shape, Magic Resistance, Mystic Mist, Nightingale, Pathfinder, Predict Weather, Projection, Remove Curse, See Invisible, See Secrets, Sense Mana, Sense Observation, Sense Spirit, Summon Shade, Suspend Curse, Trace Teleport, Utter Dome, Watchdog.

A spell's effective prerequisite count (and its penalty to casting rolls) is equal to it's PI - 1, so a shaman can cast all PI 1 spells in a College at his skill in the college. Shamans do not use grimoires, but have spirit guides that serve a similar purpose.

Each level of Power Investiture (Shamanic) increases Threshold by 10 and Recovery Rate by 15, with both starting at 0. Power Investiture (Shamanic) does not provide a bonus to learn spells.

On the template, replace 10 points in Shamanic spells with one of the following spell packages
  • Focused caster: One Shamanic College at (VH) IQ [8]-14 and the other two colleges at (VH) IQ-3 [1]-11; or
  • Generalist caster: Two shamanic colleges at (VH) IQ-1 [4]-13 and the other college at (VH) IQ-2 [2]-12; or
  • Scattered caster: Choose 10 shamanic spells at (E) IQ [1]-14.

Spirit Guides

A spirit guide is a friendly or controlled spirit who advises a shaman in the practice of magic. A shaman may have zero or more spirit guides.

Each spirit guide gives a bonus to casting one or more spells from the college default. The bonus can only buy off the prerequisite penalty to cast the spell and the effective skill cannot exceed the shaman's Hidden Lore (Spirits) skill.

A spirit guide is a 1 point advantage and can give on of the following sets of bonuses:
  • +1 to three different spells
  • +2 to one spell and +1 to two different spells
  • +2 to one spell and +3 to another
  • +4 to one spell
Spirit guides can be transferred from one shaman to another. Spirit guides can be voluntarily transferred between shamans as an act of will, but the shaman who gives away the spirit guide loses any bonuses immediately and the shaman who acquires the guide does not get the bonuses until he has slept (or meditated for shamans who do not sleep) for at least 8 hours and made contact with the spirit guide.

A shaman can steal another shaman's spirit guides. Spirit guides may be stolen from another shaman's physical body (including his corpse) or from a shaman's house or other place of power. The ritual to steal a spirit guide takes an hour to perform and fails automatically if it is interrupted in any way.

Design Notes

Most of this is pretty straightforward application of CBRM concepts to the summoner templates.

Shamans are obviously a bit weird. I think converting PI levels back to prerequisite counts is a workable solution, but it is a bit unorthodox.

Spirit guides are basically Fine, Dwarven Grimoires purchased as signature gear. The rules for stealing them are intended to make stealing someone else's guides about as difficult as stealing a wizard's physical grimoires would be. I figure that a thief had an hour's uninterrupted access to a wizard's house could steal the wizard's grimoires.

Sunday, November 10, 2013

Grimoire costs for College Book Ritual Magic

Most spellcasters in my College Book Ritual Magic system need a grimoire in order to cast spells well. In theory, they can cast any spell from any College that they know, but the prerequisite penalties can make successful spellcasting improbable in practice. Here's the rules for those grimoires.

Grimoire Quality

Grimoires come in three qualities, which basically represents paper weight and grade. Cheap grimoires are made from thick, heavy paper. Good and fine grimoires are made from thinner and stronger paper. Grimoires can come in any size, but are bought in blanks of 100 pages.

Grimoire
Quality
Cost ($)/
100 pages
Weight (Lbs)/
100 pges
Cheap102
Good801
Fine2000.1

Grimoires can also be Dwarven, as per manuals from Sages: immune to fire and water damage, double weight, +4 CF.

Spells per Grimoire

Each spell in a grimoire has a separate bonus, a cost to purchase the spell for the grimoire, and a number of pages that the spell requires. Delvers who want to scribe their own spells can instead pay $0.5/page for the calligraphy and an additional material cost for diagrams and rare inks if they have the required minimum skills in Writing, Teaching, Thaumatology, and effectively in the college including the prerequisite penalty for the spell.

BonusCost ($)PagesMaterial ($)Min Skill
+1101521014
+2152041015
+330301216
+475405017
+52006016018
+65008044019
+7100012090020
+82500160230021
+95000240450022
+1010000320900023

Sample Grimoires

Little Wizard's School of Evocation Apprentice Primer: This cheap, 500 page tome contains all the spells required for an Apprentice of the Little Wizard's School of Evocation to prepare for the Journeyman exam, to the limit of the apprentice's skill in the College or Thaumatology. Contains Create Fire +1, Fireball +3, Shape Fire +1, Stench +1, Air Jet +3, Cold +4, Create Air +1, Create Water +2, Deflect Energy +2, Extinguish Fire +1, Fireproof +2, Flame Jet +3, Heat +3, Purify Water +1, Shape Air +2, Shape Earth +1, Smoke +3, and Thunderclap +1. There are 110 blank pages for further expansion. A Little Wizard Stylist would get a +1 bonus on all the spells including (up to the maximum of Thaumatology) and could use the Apprentice Primer to get a +1 bonus on any Little Wizard Journeyman spells included in another Little Wizard grimoire. $415, 10 lbs. A good quality travel version of the grimoire is $765, 5 lbs.


Vance's Ultimate Terminus on the Onyx Path: This fine, dwarven, 600 page tome is worth nearly its weight in gold, especially to wizards of the Onyx Path. Contains Ancient History +6, Animate Shadow +7, Lich +9, and Golem +6. There are 80 blank pages for further work. $13000, 1.2 lbs.





Further Work

I really need to figure out how to make this work for GCA.

Saturday, October 26, 2013

Magic Economics: How much should spellcasting cost?

GURPS Magic has a section on the economics of creating magic items, which is fairly reasonable: it starts by assuming the monthly wages of wizards capable of enchantment, and works from there to determine how much enchantments would need to cost for them to be able to earn those enchantments. Which is fine, but it's something of a static analysis: if a wizard earns an Average wage (as defined by the GURPS rules), then magic items cost so much. But it doesn't really address what a wizard should earn, assuming that should be a setting detail.

The thing is that a wizard's earnings should be based on the opportunity cost of not paying a wizard to cast some particular spell. If a wizard can produce some service that people would want to buy for less than other providers, then people seeking that service are going to bid up the wizard's payments until the cost matches the other providers. Since many things that a wizard can theoretically provide have no easy to price equivalent service (what's the value of a Teleport Other spell?), this exercise can't necessarily determine how much a wizard should get paid, but it can put a lower bound on a wizard's wages. If a wizard can maintain a Wealthy lifestyle by casting Create Food, there's little reason to think that he's going to work for Average wages by enchanting objects.

The Opportunity Costs of Candles and Continual Light

As mentioned, a lot of spells provide services that don't have an easy to price equivalent. But some spells do. For example, Continual Light provides enough light to eliminate darkness penalties in a 1, 2, or 3 yard radius for an average of 7 days. $7 of tallow candles provides 1 yard of light for 7 days; a $20 lantern and $14 of lantern oil provides 2 yards of light for 7 days. A wizard who can make an acceptable living by casting Continual Light for $7 or less can undercut candlemakers and oil salesman; a wizard who needs more money than that might have a niche market (underwater lighting, for instance) or need to find other spells to earn money.

Continual Light is an interesting spell for this example because it is easy to learn: it requires Magery 0 and a single prerequisite within the same college. Even an IQ11, Magery 0 spellcaster can learn with not much effort: learning two hard skills, one to a professional level, is equivalent to getting a BS with a major and a minor. It has a linear energy cost of 2 per yard of light produced, so 2 energy for a 1 yard light and a 4 energy for a 2 yard light, nicely matching the doubled cost of moving from candles to lantern oil.

Using the standard magic system, a hypothetical IQ11, Magery 0 spellcaster with Light-9 and Continual Light-13 can recover 6 FP per hour, succeeds in casting Continual Light 86% of time, and can expect to produce 20 castings of a 1 yard Continual Light per 8 hour working day. Selling these spells for a mere $6 each and leaving some leeway for disastrous critical failures (roughly twice a year, our wizard forgets how to cast Continual Light for an average of 2 weeks and every other year he summons a demon) gives an income that is high end Comfortable, if not Wealthy, in GURPS terms. A delving or enchanter grade wizard, with IQ15, Magery 3+, and Recover Energy-15 puts out 95 castings a day and is Very Wealthy if not Filthy Rich.

In a Threshold system, a wizard's spellcasting frequency is limited by the lower of his Threshold or his Recovery Rate. Thaumatology suggests a Recovery Rate of 8, which puts the sample minimal spellcaster at a low Average wage, and a delving grade wizard (without an increased Recovery Rate) at Average or possibly Comfortable. My College Ritual Book system suggests that Recovery Rate should be purchased as an advantage. A low end spellworker with Recovery Rate 10 makes at least Average wage, and a delving wizard can earn Comfortable to Wealth wages, depending on his exact Recovery Rate.

So what does this mean?

This is a pretty simple thought experiment, but it strongly suggests that most lighting in a world of magic should either be Continual Light spells, or that wizards should be paid more than the standard GURPS model. The standard model assumes that wizards get paid Average wages and that spells cost about $1/FP to cast. More realistically, wizards should get paid Wealthy to Filthy Rich wages and spells should cost $5/FP to cast (or probably more, since this analysis doesn't begin to factor in the rarity costs of being the only IQ16 wizard in 200 miles who knows how to cast Teleport Other).

Which isn't to say that all PC wizards should be rich and well-employed, casting Continual Light all day. PC wizards tend to have all kinds of issues that make them unsuitable for employment, such as Obsessions with becoming liches or an Elder Thing ancestry. It just means that NPC wizards who lack those issues should be well paid, and willing to charge people a pretty penny for spell-casting services.

Aside: What About Enchantment?

At the start of this discussion, I noted that the GURPS Magic treatment of the enchantment of magic items assumes certain wages and works out the cost of magical items from there. It does have a brief section on changing those assumptions. The cost of Quick and Dirty enchantment goes from $1/point to $25/point (Filthy Rich enchanters with Enchantment-20 could easily have Continual Light-20 and be raking it in on the lighting market, so they don't come cheap) while Slow and Sure enchantment goes from $33/point to $666/point.

Alternately, people can ditch the GURPS Magic enchantment rules, which don't produce very fun or interesting results anyway. In Dungeon Fantasy, PCs can't become enchanters, and the exact details of the enchanting process are unknown. It's entirely possible that Q&D items are still $1/point because it doesn't take a master enchanter and a circle of five enchanter-grade wizards costing $6600/day to produce 4 Q&D items/day. Maybe a single enchanter can pump out 6 of them a day.


Monday, October 14, 2013

Magical Styles in College Ritual Book Magic

One of the more interesting supplements for GURPS Magic is Thaumatology: Magic Styles. It expands the rules from Martial Arts to wizardry, so that spell-casters can have styles like Fire magic or the Ebon Path, similar to the way that martial artists can know Sambo or Wing Chun Karate.

I was reading through it again last night, and thinking about how to apply it to my College Ritual Book Magic rules. At first pass, the two don't mesh very well: Magical Styles is very focused on having stylists advance by learning specific spells in a fairly specific order, while CRB Magic mostly replaces learning individual spells with learning spell colleges as Very Hard spells. There's not really a lot of overlap between the concepts.

As I thought about it more, I realized I was very wrong. An ordered list of spells is conceptually a set of grimoires. For instance, the first two Circles of spells in the sample Onyx Path style could easily be two grimoires: the Neophyte's Primer and the Black Tome of the Gravekeeper. Furthermore, to encourage the use of styles, the bonus for the Magical School Familiarity Perk should be changed. Instead of allowing a stylist to learn the school's public spells at any time, the stylist increases the grimoire bonus for any of the style's grimoires as long as he has the grimoires for the previous levels.
Example: Bonegnawer is a Reanimator (Fourth Circle) of the Onyx Path who owns the Neophyte's Primer, the Black Tome of the Gravekeeper, and the Book Ebon (a 3rd Circle Grimoire with 7 spells in it). He finds an Onyx Path Grimoire containing Gift of Letters +3. Even though Gift of Letters normally has a prerequisite count of 5, Bonegnawer is only at -1 skill to cast it because the grimoire counts as a +4 grimoire for him. If Maldo the Magnificent steals the grimoire from Bonegnawer, Maldo casts Gift of Letters at -2 because he is not an Onyx Path stylist. Similarly, when Bonegnawer's apprentice Darklight sneaks into his master's study and tries to study the grimoire, he also treats it as a +3 grimoire, because though Darklight is an Onyx Path stylist, he only has the Neophyte's Primer and doesn't meet the prerequisites for using the grimoire.
Magical styles are a very neat concept, and I think tying them into CRB Magic actually works better than the standard GURPS Magic rules.

Edit: Added a title. The things you forget if you don't update your blog for a month...

Wednesday, August 28, 2013

A New Calamity Table for Threshold-Limited Magic

Threshold-Limited Magic is one of the great innovations for the standard GURPS Magic system. It was introduced in Thaumatology, based on S. John Ross' Unlimited Mana article from way back when. Threshold-Limited Magic dramatically increases the size of a spell that a wizard can cast while giving wizards the option to risk their lives by casting too much magic too quickly.

Unfortunately, the risks of casting too much magic too quickly are too great. Wizards who use more mana than their Threshold have to roll on the Calamity table, with increasing risks of awful things happening the more the wizard is over the Threshold. Even for a wizard who barely exceeds the Threshold, there is a 25% chance of a fairly severe penalty (Threshold reduced by 33% or more, -3 on all spellcasting rolls) lasting for weeks, and a 5% chance of the wizard acquiring a permanent disadvantage. Greatly exceeding the Threshold and rolling poorly on the Calamity table can cause the wizard to lose the ability to cast spells, permanently alter the state of magic in the world, or possibly explode.

The reason that the severe results of the Calamity table are so unfortunate is that they act as a solid brake on wizards exceeding their Threshold. The Threshold/Calamity interaction is a neat mechanic, but with the results so severe, most wizards aren't going to risk making a Calamity check at all. I think even risk adverse wizards would be more likely to go over their Threshold in difficult situations if there was a bit more of a safety margin.

I mentioned rewriting the Calamity table for my College Ritual Book magic system, and here it is.

Revising the Calamity Table: Design Goals

Thaumatology explicitly states that the sample Calamity table is a suggestion, and the GM can adjust and expand it for flavor and style. What should be the design goals for a new Calamity table?
  • Any game mechanic that is only used voluntarily needs to have a positive risk-reward ratio. Rolling on the Calamity table should not be such an obviously bad deal that no one will ever do it. If it is, there's no point in writing up the Calamity table.
  • Bad results on the Calamity table should affect the wizard, not anyone else around him. It should not be possible to use the Calamity table as an offensive weapon (for instance, casting a huge spell and using the magical backlash to destroy mana-dependent creatures).
  • Minor effects on the Calamity table should fade in a playable period of time.
  • Increasing the amount the wizard went over the Threshold should increase the odds and severity of bad things happening.
  • It should possible to achieve bad effects without exceeding the wizard's threshold by unreasonable amounts.
  • It may be possible to get into some kind of death spiral, but it shouldn't happen just for slightly exceeding Threshold.
The overall principle is to encourage wizards to risk going over the Threshold, so as to actually use the Calamity mechanic.

Calamity Checks and the Calamity Table

To make a Calamity Check, roll 2d and add 1 for every full 5 points by which tally exceeds threshold after this casting. Calamities take effect immediately, but don’t normally cause the spell to fail.

RollEffect
2-8Nothing happens -- this time.
9-10Until the wizard's tally is reduced to 0, the base cost of casting that spell or ritual is doubled. Increase the multiple by 1 every time this result is rolled again.
11-12As 9, and the wizard has a -1 penalty to cast that spell until his tally is reduced to 0.
13As 9, and the wizard has a -1 penalty to cast all spells in the same college until his tally is reduced to 0.
14Until the wizard's tally is reduced to 0, the base cost of casting all spells or rituals in the same college are doubled. Increase the multiple by 1 every time this result is rolled again. Also, the wizard has a -1 penalty to cast all spells in the same college until his tally is reduced to 0.
15As 14, but the casting penalty is -2.
16As 15, but the casting penalty is -3.
17As 16, and the wizard's Magery is reduced by 1 (recalculate threshold and recovery rate based on the new Magery rate). This effective is cumulative. 1 level of Magery is recovered every day that the wizard has a tally of 0, doesn't cast any spells at all, and makes a HT check.
18As 17, and as long as the wizard's Magery is reduced, he suffers from Nightmares with a control roll of 9 or less. 
19As 18, and as long as the wizard's Magery is reduced, he suffers from the -10% version of Radically Unstable Magery (Thaumatology p 26).
20As 18, and as long as the wizard's Magery is reduced, he suffers from the -30% version of Radically Unstable Magery (Thaumatology p 26).
21As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone that only affects him for the next d6 hours.
22As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone that only affects him for the next d6 days.
23As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone with a radius equal to his base Magery (minimum 1) for the next d6 days.
24As 20, and the wizard is in a Twisted Mana (Thaumatology p 60) zone with a radius equal to his current Magery (minimum 1) until is Magery completely recovers and for d6 days after that.
25-28As 20, and the wizard is also a Mana Dampener with the same radius of affect as the Twisted Mana zone. 
29+The wizard takes (Calamity Modifier / 20)d of injury, reduced by half on a successful HT-6 check. If the wizard dies from this injury, their body explodes (reducing the wizard to -10xHP in the process) and doing the same damage as a cr ex centered on the wizard's hex. Should the wizard survive, also apply the effects of 25, above.

Design Notes

The default 3d Calamity table has a huge range: 3 to 18 on the unmodified dice. If barely exceeding the Threshold isn't supposed to do much harm, then nothing bad can happen until a 19+. If nothing bad happens until a 19+, either the severity of bad stuff happening has to increase very quickly, or the amount of going over the Threshold has to increase a lot. Reducing the table size to a 2d roll shortens the range to 2 to 12, meaning that bad stuff can start happening quicker.

Still, it's reasonably hard to reach the bad parts of the table. The first really unpleasant result is a 17, which requires exceeding Threshold by 25 and getting a really bad roll. Most wizards are going to stop there, especially in games where threshold is related to Magery and their effective threshold just decreased, but continued casting could get them into a death spiral of critical failures, low and twisted mana zones, and eventually personalized explosions. Magic should have some risk.

But with some lucky rolls, it's possible to have a tally that's 50 points over threshold and nothing worse happening than some penalties to individual spells or colleges. Most effects clear up in a week or three without casting spells.

Wednesday, March 20, 2013

College Ritual Book Magic and Threshold Mana

So I proposed a new system of magic called College Ritual Book Magic, and made a sample artillery wizard. In the process of creating the example character, I demonstrated to myself that while replacing the a 10 point Magic Talent that applies to all spells (potentially hundreds of skills!) with a 5 point Magic talent that only applies to 2-3 colleges of spells seems like it would reduce a wizard's power, it only does so in the long-term. In the short-term, a sufficiently focused wizard just saved 15 points.

+Jason Packard suggested charging a 5 point UB per college the wizard knows, up to a maximum of 30 points. It's a decent suggestion, but not the one I'm going with, because there's another problem I want to solve.

Wizards Can Cast Too Many Spells Each Day

A well-designed GURPS Wizard has Recover Energy-20, and a decently designed one has Recover Energy-15. Even assuming the wizard gets no other energy reduction on spell cost and performs no other tricks, he can cast 12-30 FP worth of magical spells every hour. That's not a huge problem if most of those spells have a very short duration, but if some or all of them have durations of a few days or more, the effects can be over-the-top. It's trivially easy for a decently prepared wizard to equip everyone in the gaming group with magically glowing rocks while fortifying their campsite with deep trenches, long wood berms, and freaky magical mists. This can be a bit upsetting in play and highly upsetting in world design.

A large part of the problem is that wizards can convert the otherwise mostly unused Fatigue attribute into problem-solving. Sure, non-wizards can use Fatigue for extra-effort, helpful in combat or sometimes to break open a wedged door or something, but it doesn't compare to a wizard being able to spend Fatigue to fly or shape earth. Fatigue as a resource for casting spells needs to go.

Fortunately, there's already a system for that: Threshold-Limited Magery.

Threshold-Limited Mages Can't Cast Enough Spells Per Day

The suggested limits for Threshold Mana are a Threshold of 30 and a Recovery Rate of 8, "a power level roughly equivalent to that under the standard rules". But that drastically underestimates how much magic a standard wizard can cast per day (trivially, a 10 FP spell every hour, not an 8 FP spell every day). The Recovery Rate needs to increase to around 30-50.

Dabblers, Extra Threshold, and CRBM Mages

My proposal is that wizards (and other "arcane" spell-casters such as Elementalists, Necromancers, and Demonologists) should get a Threshold of 5 and a Recovery Rate of 5 when they buy the 5 point Magery advantage. They can by additional levels of Extra Magical Ability at 10 points/level, with each level increasing Threshold by 10 and Recovery Rate by 15.

This system means that dabblers in magic - the hypothetical bright thief with IQ13 and a few Easy spells - can only cast a few small spells per day safely, and needs a few days to recover after any significant use of magic. Which can only be expected, as dabblers aren't mighty wizards. A professional wizard would have Extra Magical Ability 2 or 3, giving a Threshold of 25-35 and a Recovery Rate of 35-50. Professional wizards can cast many more spells than dabblers, but they still face a pretty hard limit. If they cast more than about 75 energy in a day they're guaranteed nasty effects on the Calamity table, and recovering that Threshold requires 1-2 days without casting any magic at all.

Of course, rewriting the Calamity table to make it easier to go over threshold without having horrible things happen permanently is useful, too.

Sample Artillery Mage

Here's the same artillery mage above, slightly modified to use Threshold Limited Magery with these rules. With a Threshold of 25 and a Recovery Rate of 35, he's more powerful in a tactical situation than the original, but not as powerful when there's lots of time available since he can't just keep casting small spells. His skill levels are also slightly lower, since he had to drop a level of Talent to pay for the Extra Magical Ability.

250 points



ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 15 [0]; Per 12 [-15]; FP 14 [9].
Basic Speed 6.00 [5]; Basic Move 6 [0]; Dodge 9.

Advantages

Extra Magical Ability 2 [20]; Fuel-Air Mage Talent 2 (covers Aerobatics, College of Air, College of Fire, Innate Attack, and Weather Sense) [10]; Gizmo 1 [5]; Luck [15]; Magery 0 [5]; Wealth (Comfortable) [10].

Disadvantages

Clueless [-10]; Oblivious [-5]; Obsession (To become the world's most powerful fire wizard; 12 or less) [-10]; Pyromania (12 or less) [-5]; Sense of Duty (Adventuring companions) [-5].
Quirks: _Unused Quirk 1; _Unused Quirk 2; _Unused Quirk 3; _Unused Quirk 4; _Unused Quirk 5. [-5]

Skills

Alchemy/TL3 (VH) IQ [8]-15; Climbing (A) DX-1 [1]-11; Fast-Draw (Potion) (E) DX+1 [2]-13; First Aid/TL3 (Human) (E) IQ [1]-15; Hazardous Materials/TL3 (Magical) (A) IQ+1 [1]-16*; Hidden Lore (Demon Lore) (A) IQ-1 [1]-14; Hidden Lore (Magical Items Lore) (A) IQ [2]-15; Hidden Lore (Spirit Lore) (A) IQ-1 [1]-14; Hiking (A) HT-1 [1]-10; Innate Attack (Projectile) (E) DX+4 [4]-16*; Meditation (H) Will-1 [2]-14; Merchant (A) IQ+1 [4]-16; Occultism (A) IQ [2]-15; Research/TL3 (A) IQ-1 [1]-14; Savoir-Faire (High Society) (E) IQ-5 [1]-10†; Scrounging (E) Per [1]-12; Speed-Reading (A) IQ-1 [1]-14; Staff (A) DX+2 [8]-14; Stealth (A) DX-1 [1]-11; Teaching (A) IQ-1 [1]-14; Thaumatology (VH) IQ-1 [4]-14; Weather Sense (A) IQ+2 [1]-16*; Writing (A) IQ-1 [1]-14.

Spells

College of Air (VH) IQ+2 [8]-17*; College of Fire (VH) IQ+4 [16]-19*; College of Sound (VH) IQ-2 [2]-13.




Tuesday, March 19, 2013

College Ritual Book Magic: Sample DF Artillery Mage



So I've written up alternate magic system College Book Ritual Magic, but I was curious how well normal characters translated over. This is the first, a pretty standard pyromancer based on the DF Adventurers artillery wizard lens.

Artillery Mage

250 points
ST 10 [0]; DX 12 [40]; IQ 15 [100]; HT 11 [10].
Damage 1d-2/1d; BL 20 lb; HP 10 [0]; Will 15 [0]; Per 12 [-15]; FP 14 [9].
Basic Speed 6.00 [5]; Basic Move 6 [0]; Dodge 9.

Advantages

Energy Reserve 4 (Magical) [12]; Fuel-Air Mage Talent 3 (covers Aerobatics, College of Air, College of Fire, Innate Attack, and Weather Sense) [15]; Gizmo 1 [5]; Luck [15]; Magery 0 [5]; Wealth (Comfortable) [10].

Disadvantages

Clueless [-10]; Oblivious [-5]; Obsession (To become the world's most powerful fire wizard; 12 or less) [-10]; Pyromania (12 or less) [-5]; Sense of Duty (Adventuring companions) [-5].
Quirks: _Unused Quirk 1; _Unused Quirk 2; _Unused Quirk 3; _Unused Quirk 4; _Unused Quirk 5. [-5]

Skills

Alchemy/TL3 (VH) IQ [8]-15; Climbing (A) DX-1 [1]-11; Fast-Draw (Potion) (E) DX+1 [2]-13; First Aid/TL3 (Human) (E) IQ [1]-15; Hazardous Materials/TL3 (Magical) (A) IQ+2 [1]-17*; Hidden Lore (Demon Lore) (A) IQ-1 [1]-14; Hidden Lore (Magical Items Lore) (A) IQ [2]-15; Hidden Lore (Spirit Lore) (A) IQ-1 [1]-14; Hiking (A) HT-1 [1]-10; Innate Attack (Projectile) (E) DX+5 [4]-17*; Meditation (H) Will-1 [2]-14; Merchant (A) IQ+1 [4]-16; Occultism (A) IQ [2]-15; Research/TL3 (A) IQ-1 [1]-14; Savoir-Faire (High Society) (E) IQ-5 [1]-10†; Scrounging (E) Per [1]-12; Speed-Reading (A) IQ-1 [1]-14; Staff (A) DX+2 [8]-14; Stealth (A) DX-1 [1]-11; Teaching (A) IQ-1 [1]-14; Thaumatology (VH) IQ-1 [4]-14; Weather Sense (A) IQ+3 [2]-18*; Writing (A) IQ-1 [1]-14.

Spells

College of Air (VH) IQ+3 [8]-18*; College of Fire (VH) IQ+5 [16]-20*; College of Sound (VH) IQ-2 [2]-13; Lend Energy (E) IQ [1]-15; Recover Energy (E) IQ [1]-15.

Commentary

The artillerist has 19 points in fire spells, 9 points in air spells, and 2 points in sound spells, so this was a pretty easy translation. He didn't have Recover Energy, so I added that because in my experience, all wizards take it. Dropping from 30 points in talents to 15 points in talents really helped here - that was enough to buy Energy Reserve 4. That wasn't entirely intentional (and worse, he could be more point efficient by buying another level of his talent and another level of energy reserve!)

In play, he has enough money to buy some grimoires, and enough skill in Fire magic that he need not bother with grimoires for spells with a prerequisite count of 6 or less. He'll probably want simple grimoires for some of the better Air spells, like Explosive Lightning Bolt or Concussion.

So it looks like CRB magic needs to be more expensive. The simplest solution would be to charge a 30 point Unusual Background - same as Trained by a Master - but that would mean there aren't any magic dabblers, which would make me sad. I have a solution that works for me, but I'll write it up tomorrow.

Monday, March 18, 2013

Spells are easy, college is (very) hard: Another alternate magic system

The Problem

I really dislike the standard GURPS Magic system, for a variety of reasons, but one thing I really dislike about it is that spells are Hard skills. I've got degrees in computer science and engineering (also Hard skills in GURPS, with prerequisites in other Hard skills) so I think I have some understanding of how much effort it takes to learn several Hard skills to a professional level. The idea that every GURPS wizard either has to be a multi-talent genius on the level of Richard Feymann or that every one of them has studied enough to master 20 skills, each the equivalent of getting a minor in Mathematics just doesn't seem reasonable.

The idea of the academic wizard who spends all his time researching and studying magic is common in fiction, and on first pass, the GURPS rules support that. Except each spell is very specific, and it's hard to believe that learning Ignite Fire should be as difficult as learning a legal specialty. It's the accumulation of the various spells and their prerequisites that make magic hard to learn, not learning any given spell.

Fortunately, the rules already do a have a format that models this. The standard Ritual Magic system has each college of spells be a different Very Hard skill, with any individual spell being a Hard technique defaulting to the college skill with a penalty of the spell's prerequisite count. Sadly, this system doesn't work very well, as many useful spells have prerequisite counts of 7+, and that makes it pretty much unlikely to create a Ritual Magic mage who can cast both Lightning Bolt and Shocking Grasp. It also continues the trend that a dabbler wizard is a bad idea: an IQ13 elf thief with Magery 0 who puts 1 point in each of the Movement and Light/Darkness colleges can accidentally summon demons, but has basically no ability to cast even basic spells such as Light or Apportation.

(Aside rant: the current pricing of the Magery talent, which adds to 800+ spells or 20+ ritual colleges, is also broken. Raising the price to 15 points makes it worthless against buying more IQ; narrowing the focus means that wizards buy more IQ anyway.)

The Solution

Ritual Path Magic (introduced in Monster Hunters) provides rules for grimoires: props that provide a bonus to casting rolls for a specific spell. Grimoires should be imported into the Ritual Magic rules, replacing the current technique rules.

College Book Ritual Magic

  • Any spell can be bought as a Mental/Easy skill, following the normal rules for prerequisite chains.
  • Any college can be bought as a Mental/Very Hard skill. There is no "core skill". Spells can be cast from default with a penalty equal to the prerequisite count*.
  • There is no Magic Talent (Magery). Players can come up with specific magical talents with GM approval. For 5 points, the talent should apply to 2-3 college skills (and any individual spells in that college) and 4-3 other related skills. For 10 points, the talent should apply to 6-7 college skills and 6-5 other related skills.
  • Grimoires exist, and reduce the default penalty for a specific spell. A grimoire cannot be used to set the spell's default level above the caster's Thaumatology skill. A spellcaster does not need to have the grimoire on him to cast the spell with the grimoire's bonus, but must have reviewed the grimoire within the last 24 hours. Reviewing grimoires takes 1 hour for every total 100 points in bonuses (round fractions up) provided by the grimoires.

* For easier default casting, change the default penalty to -(prerequisite count/2 +2) for spells with a prerequisite count of 4 or more.

Comments

These rules are an extension of the concepts from Bookish Wizards. Wizard delvers will constantly be looking for better grimoires: a new spell that they couldn't otherwise easily cast, a better bonus for their favorite spell, a faerie grimoire that is lighter and more portable. They also have to spend time reading and researching their grimoires.

It is also fixes a bunch of my other issues with the magic system. A smart dabbler can know a couple of basic spells cheaply. Building a specialist wizard is straightforward, instead of a bizarre and pointless exercise in point-shaving. The scope of generalist wizards is reduced somewhat, making wizards something less of a swiss-army-knife of problem solving. Hopefully, wizards can make more interesting optimizations between IQ, Talent, and skill points, though I admit I haven't really worked through the thought experiment.

This system still has the problem that it uses the highly idiosyncratic spell list from GURPS Magic, but fixing that is a subject for another post, or possibly another blog.