Tuesday, 26 September 2023

Wizardry: Meta-Spells I

Wizardry: Meta-Spells I

Meta-spells are very important, as they often define what countermeasures to magic are available in the game world, and in general make magic much more interactive. Detect Magic from D&D 3.5 works significantly different from the one in Sorcery, as it is based strictly on vision, allows an analysis roll, and also allows detecting residual auras created by spells cast in the past. Thus, it basically combines the effects of the GURPS Detect Magic and Reconstruct Spell spells. Dispelling Touch isn't actually a D&D spell, but an ability of a certain monster from Monster Manual V. I wrote it up in the first post, but will repost it here for convenience. Dispel Magic is very similar to the GURPS one, but has a fixed area. I also increased the casting time and cost to bring down the full cost a bit. Still, quite expensive, but powerful. Identify requires an expensive material component and a lot of time (but not as much as the original D&D spell), but costs only 1 point. So, basically every wizard can have it in their spellbook. Antimagic Field is an expensive, but powerful spell that can shut down any spellcaster. I had to add Switchable, +100% to Static, even though you can switch this advantage off by switching to another spell in your alternative abilities array. Without Switchable, +100%, that'd be a point crock, I think.

Sunday, 24 September 2023

Wizardry: Movement Spells I

Wizardry: Movement Spells I

Did you think that my previous post is merely a consolidation of rules? No, that was a start of another project of mine. One thing that the Sorcery book advocates for and that some GMs seem to ignore is that you have to curate your spell list. The GM must clearly define what spells are available in his game, and what spells are not. Otherwise, Sorcery really gets out of hand with its improvisation mechanics. I know that I bitch about RPM and magic-as-skills often (even though I still have a soft spot for the latter), but sorcery can be as abuseable as the other systems with a GM who doesn't limit the players. In the past, I did limit players to spells from my blog, but I still had to do some oversight, because I wouldn't allow many of the spells that I have here. Now, I'm going to create a grimoire of wizardly spells for my setting, taking into account the new system's limitations and interaction between the spells. This is the perfect time to rebalance some spells with different casting times, costs, durations, and components, and even include some countermeasures. For example, do you remember that lead blocks most divination spells in D&D? I'm definitely going to include things like that here.
    While I'm not satisfied with D&D as a system, its assortment of spells is a treasure trove of ideas. For starters, I will go through the D&D 3.5 Player's Handbook, convert all the spells I want to wizardry, and add some spells from GURPS Magic to patch up the holes. You know that D&D is mostly combat-oriented, so GURPS Magic spells would be a great addition to create a more believable and worldly spell grimoire. Overall, while the entire sorcery conversion thing was both "for me" and "for others," this project is mostly "for me," but if anyone will find it useful, then that's great, isn't it?
    I already went through the book and assigned all the spells to different GURPS magic colleges, and let's start by converting some movement spells.

Wednesday, 20 September 2023

Introduction to Wizardry

Introduction to Wizardry

What is this? If you're here, then you probably aware of my collection of Sorcery spells, but those are very generic. Sorcery is a generic adaptation of the non-generic GURPS Magic. Remember that the book tells you to make every spell cost 1 FP and take one second to cast? All spells work the same, have the same internal structure, mechanics, requirements, etc. On one hand, it's lame, as everything feels the same, but on the other hand, it's good - you have a list of generic spells that you can use as a base to make them less generic. In my opinion, one shouldn't simply "use Sorcery." It's merely a framework, and a framework that is based on GURPS Magic at that, trying to be both generic and not generic at the same time.
    Remember D&D? There are many spellcasting classes, flavorful casting traditions, etc. but they all work more or less the same. Wizards get their power through intense study, sorcerers have innate magical powers. Why do they use the same spells? How come innate powers are the same as arcane formulae from dusty tomes? To me, it never made sense. Fortunately, I'm playing GURPS now, and I can make different spellcasters actually different. A learned wizard can cast arcane spells via gestures and incantations, while a sorcerer more-or-less simply has access to a power (in the GURPS Powers sense) that, while more flexible in terms of abilities, has a narrower scope.

Tuesday, 19 September 2023

Monsters: Devils VII

Monsters: Devils VII

At last, I'm done with devils! This post details the three pre-3e devils. There are some new and actually interesting devils in D&D 4e, but that's something for another time. It's time to pat myself on the back and switch to a more interesting project.

Monday, 18 September 2023

Monsters: Canomorphs

Monsters: Canomorphs

Canomorphs are fiendish hounds (hell hounds, shadow mastiffs, and vorrs) who learned to assume a humanoid form.

Sunday, 17 September 2023

Monsters: Imps II

Monsters: Imps II

While the first Monster Manual only has one imp type, Fiend Folio introduces three more, and I managed to find two more in sources from other editions.

Saturday, 16 September 2023

Monsters: Devils VI

Monsters: Devils VI

Dragon Magazine and Dungeon Magazine didn't really have many new devils, surprisingly - only two and a half (I don't think Canian pit hound should even count, as it is an advanced hell hound).