Tag Archives: magic

Quick and Dirty Slow Casting Magic System for LotFP

A simple and completely untested variant system for casting spells in Lamentations of the Flame Princess. It should also work with other OSR games, but LotFP allows mages to wear armor and use weapons, which makes a severe toning down of spellcasting much less disruptive for players.

Spells work pretty much the same way under this system except that you don’t need to prepare spells in advance and all casting times are at least 1 minute (10 rounds) long. You still need to have spell slots available which are used up for the day when a spell is cast. The effect is that spellcasters become much more flexible in picking their spells when the situation comes up but at the same time lose the ability to quickly intervene with spells in the middle of a fight. All magic requires at least a bit of time to prepare during which the spellcaster can easily be interrupted by any hostile creatures or violent environment conditions.

Many spells need to be cast from hiding, either in cover or in plain sight, to be of any use. I think that I would rule that it’s sufficient for a spellcaster to stand or sit and do nothing and quietly recite the magical incantations at low volume. It would be easy to spot by people who are standing close enough to the caster to hear the magic words or who are keeping an eye on him. Loud background noise or some kind of distraction would be necessary to cast a spell unnoticed while in a crowd. The changes also make a good number of spells effectively useless. The following spells I’d remove from the game. (Fireball and lightning bolt are already not part of the LotFP rules.)

Cleric Spells

  • Command
  • Heat Metal
  • Protection from Evil
  • Protection from Evil, 10′ Radius
  • Remove Fear
  • Sanctuary
  • Silence

Magic-User Spells

  • Army of One
  • Chaos
  • Confusion
  • Death Spell
  • Faithful Hound (if the duration is indeed correct)
  • Feather Fall
  • Globe of Invulnerability (Greater and Lesser)
  • Grasping Hand
  • Haste
  • Hold Person/Monster
  • Interposing Hand
  • Lucubration
  • Magic Missile
  • Magic Sword
  • Maze
  • Mirror Image
  • Mnemonic Enhancer
  • Power Word Kill
  • Power Word Stun
  • Prismatic Spray
  • Ray of Enfeeblement
  • Spell Turning
  • Witchlamp Aura

Modified Spells

  • Charm Person/Monster: The target makes a saving throw at the start of the casting of the spell. If it fails it will simply listen to the casters words and not take any action unless the casting is interrupted by an outside source. The caster of the spell does not look like he is casting a spell on the target but has to keep talking for the entire casting time and observers might notice something strange going on with the target.
  • Enthrall: The crowd starts listening to the caster immediately but can only be persuaded to do something after at least a minute of talking to them has passed.
  • Polymorph Others: The target of the spell slowly begins to change during the casting time but reverts to its original form if the spell is interrupted in any way.
  • Sacrifice: The caster has to be in contact for the entire casting time of the spell, usually making it necessary to restrain the target.
  • Suggestion: The target makes a saving throw at the start of the casting of the spell. If it fails it will simply listen to the casters words and not take any action unless the casting is interrupted by an outside source. The caster of the spell does not look like he is casting a spell on the target but has to keep talking for the entire casting time and observers might notice something strange going on with the target.

A hazy idea for a new OSR magic system

Work hours have been a bit chaotic this month, with frequent evening hours and weekend workdays, so I have not really spend much of the long hours of tinkering with ideas that usually lead to me writing things. But all the overtime hours will get me a lot of shorter workdays after Christmas and there’s not really much to do in a gardening store in January anyway. There’s a lot of ideas floating in my mind that I want to pursue further on lazy afternoons and loudly proclaim my conclusions.

Right now I am occupying my free periods during the day with thinking about adapting my new idea for a magic system to an OSR rules system. Which actually turned out a bit more tricky than I thought.

The main concept is that all characters have an amount of spellpower that is calculated by adding the modifier from Wisdom to the number of levels in the mage class. A 4th level mage with a Wisdom of 16 would have a spellpower of 6 (4+2). Any time a spell is cast or a ritual performed, there is a chance for a missfire based on the character’s current spellpower score. At the end of the casting the spellpower score is reduced by a certain number. Dabblers in magic have a high chance of misfires when performing rituals (which does not require any specific character class) but so do even experienced mages who have already cast several spells that day. I like the concept but don’t have any good idea for how to calculate the chance of failure and how to make a die roll to check for a missfire.

I also think about having three categories of magic. Spells, which take one round to cas; incantations, which take 1 minute to cast; and rituals, which take 1 hour to cast. Only characters of the mage class can learn spells and incantations of limited numbers, but rituals are open to anyone who gets his hands on the instructions. However, I found that I have really very few ideas for traditional spells that would fit with my image of how magic performs in action.

One interesting oddity I noticed a few days ago is that all the effects I wanted my old magic system to do no longer fit with the new system. And a good number of things I deliberately chose to exclude seem highly appropriate for the new system. (Except teleportation, which is still out.) My old approach was highly inspired by Star Wars and Avatar, which spells being extensions of the body and mind. Now I feel much stronger drawn to witchcraft and sorcery that focus on dealing with external supernatural beings. Having just read Hellboy again (a review is one of the things I want to write) probably had a huge impact on that change of mind.

A draft for a magic system for stories

After quite some time I am finding myself drawn back to writing and one thing I quickly noticed when going over my notes again was that my ideas for magic were really not that interesting. I’ve been reading Elric and Hellboy and played a lot of Dark Souls and Bloodborne, and one thing I really like about all of them is how the magical elements in them are windows into a much larger reality of alien weirdness and religion. I also think that the only topics worth writing and reading about are the basic existential questions of what you want, what you should do, and who you ultimately want to be. In a world dominated by immortal spirits that inhabit and empower nature and a single force that is both the source of light and magic, these two fields lend themselves to blending seamlessly together. To decide what you want to do and to be, you need to understand how you are connected to the rest of the world around you. And there really isn’t a lot to explore with a magic system in which sorcerers replace the natural instincts of animals and tendencies of plants and the elements with their own stronger will. It’s easy, practical, and reliable and doesn’t overlap in meaningful ways with philosophy and cosmology. There is nothing mythic about it.

So I went back to the drawing board to take the ideas about what magic can do that I already had and weave them into a more metaphysical framework of spirits and reality. The end result was a magic system with no spells. Elric and Hellboy have no spells where someone waves a hand and says a magic word and a bolt of lightning shots out or someone turns into a chicken. There aren’t spells in Kane or Thief, nor in Indiana Jones, and very few in Conan. Yet they are all full of magic. Slow magic and indirect magic, that often is tied to objects or spirits and doesn’t just jump out from a sorcerer’s mind.

The basic idea for magic is that all things in the world have energy, which is the source for both life and also magic. The most simple form of magic, if it can even be called that, is Alchemy. Everyone can do it if the right ingredients are known and properly used without any special power required. Alchemy is not just the brewing of potions but also the making and wearing of amulets that ward off various spirits simply because they are made of substances that these spirits avoid. Alchemy is the secret knowledge of substances that can be used to do miraculous things. There is no real line between occult alchemy and commonly known herbalism.

Life force and magical energy is in everything and connects everything, making the whole world with all its creatures, spirits, and landscapes into one. Spirits are automatically aware of these infinite connections but people can also learn to sense their presence. Through this awareness they gain moderate abilities of telepathy and precognition and a stronger ability of persuasion and dominance over others. How strong these powers of Perception and Persuasion are depends on the Personal Power of the person. Partly it is confidence, but since all things and beings are connected through their life force “power resides where men believe it resides”. Overpowering an opponent through combat, cunning, or any other display draws some of the opponents power to the victor and he gains even more power if his accomplishments are recognized by many people. But not only people can gain power. Beasts can too, as well as objects. Relics or the weapons of great heroes become powerful themselves and add their power to whoever is wielding them. Both those who lead and those who use magic greatly seek these Items of Power.

While these things and abilities are magical, the highest form of mortal magic is Summoning. Those who practice this high art are known as witches, shamans, and sorcerers. To summon a spirit, a person has to draw its attention through the use of alchemical substances and sacrifices and mentally calling out to it. Often considerable personal power is required to make a spirit come, and even greater power to subjugate it to ones will. Anyone can perform a summoning but the risk is great for those who lack the power and knowledge of alchemy to controll them. Spirits can be made to perform services for the summoner, but they also can do much more than that.

Once summoned, a spirit can grant a summoner its powers through Possession. Anyone lacking sufficient power and experience with spirits can easily fall under the complete control of the spirits they summoned. But those who are experienced and strong enough can control the spirit inside them and use its powers for themselves. The most commonly summoned spirits for possession are minor elementals that allow a summoner to breath fire, survive at the bottom of the sea, or open the ground beneath the feet of their enemies. Experienced summoners can summon such minor elementals in a matter of seconds and then release them again, but it’s always a considerabe risk and an exhausting battle of wills. Beast spirits can be summoned to allow a summoner to change his shape into that of the beast, but this can also be used against enemies who lack sufficient power to control the spirits and become permanent thralls to them, cursed to remain beasts forever.

As magic systems go, this one is pretty fuzzy and it is so by design. Mechanics and rules are not something I am interested in and it’s also a magic that is not intended for magical battles. Witches, shamans, and sorcerers are not people who throw around spells when convenient but are defined by their occult knowledge of the supernatural realm and mostly practice their magic in consulting spirits in hidden seclusion. It’s not what you’d usually come up with for a game, but for stories I find it much more interesting.