The Mageweaver
I wanted to share some sub-class design thoughts, so folks can see how I'm tackling some of the more challenging conversion tasks of this project. So you can take a peek inside my mind as a fledgling game designer, and also offer your critique.
So, I'm converting the
Mageweaver kit from
The Complete Sha'ir's Handbook into an arcane tradition.
Step 1: The concept & big picture
If you're not familiar with AL-QADIM or it's been a while since you read your books, wizards in the setting don't follow the traditional 8 spell schools. Instead, they have a bunch of weird and wonderful variations unique to the setting. The Mageweaver is one of those.
I decided it fit best as an arcane tradition because there's mention of spell prep and it involves taking a long time to do magic...things already baked into the wizard class with preparing spells and the Arcane Recovery feature. Plus, the flavor definitely does NOT feel like sorcerer's innate magic or a warlock's patron magic. A bard college could maaaybe be a fit, but then the name Mageweaver made be go with the wizard.
So...what kind of wizard is a Mageweaver?
Flavor-wise, it embodies some of the mystical-ization surrounding silk worm harvesting and the weaver "guilds" of South Asia. There's also undertones of an early artificer here. I'd think it might be more about subtle magic, but no, you can cast
fireballs from your tapestries as easily as you can case
mirror image!
Mechanically, it's built on what is essentially a Spell Point system, allowing the mageweaver to cannibalize higher level spells for more lower level spells. It's a bit messy. The 5e DMG already describes a solid Spell Point system as an option for any caster, so it's important that this conversion could work independently of (or in concert with) that DMG system.
Also, even though I always believe in making any kind of game design drip with flavor, it bears extra mention that one of my design goals is to crank up the flavor on the Mageweaver to distinguish it from a Spell Point caster.
Step 2: Class Features, the initial pass
Next, I'm looking to grab key pieces of text from the AD&D Mageweaver kit description that seem likely to translate into class features. After reading through those, I begin to sort them roughly according to the levels wizards get sub-class features: 2nd level (two features), 6th level, 10th level, and 14th level. Then I jot down my thoughts about translating each feature into 5e.
LEVEL 2
Their spellbooks are huge tapestries with intricate patterns woven into them.
Easy enough to re-skin spellbook as silks/carpets/tapestries. Maybe a tapestry is difficult to carry, but the others are no problem. Probably adding something about “all their spells have material component (piece of fabric), and existing no-cost material component spells change their component to (a piece of fabric).” For flavor, throw in weaver’s tools proficiency.
Probably not enough to justify a feature yet, at least IMHO, so maybe combine it with this…
Mageweavers are able to cast spells only through their weaving… Mageweavers must take care to protect their woven spells from [fire, water, and other sorts of damage].
In keeping with 5e’s removing most restrictions/ drawbacks from classes, the move here would be to grant a perk for casting with weavings. Also, it seems fair to give them
mending for free to offset any potential vulnerability of their weavings.
LEVEL 2
Different spells are woven into different items, which are kept in scroll tubes or other protective casings.
Hmm... Conceptually, there’s 3 tropes associated with textiles in Arabian Adventures/gaming, that I think could make for a nice multi-choice feature.
- You’ve got the flying carpet (in 5e that’s a very rare magic item that typically isn’t encountered till 11th+ level). A seriously toned down version that hovers only 5 feet off the ground and moves at the PC's walking speed miiight not be overpowered at 2nd level...right? As an offset, it could require an action/bonus action to activate or deactivate.
- You’ve got the fancy silk sash/scarf/turban/veil, which is usually a means of evoking a hero who’s more unique and badass. Maybe this could grant advantage on saves vs. spells. Or just vs. spells from a school of your choice? As an offset, it could require attunement like a magic item.
- You’ve got the magic tapestry which usually is associated with ritual-type magic or super mystical / big nasty spells. Maybe this allows you to cast all wizard spells without consuming material components? I kinda like that!
LEVEL 6
They have learned to trap magical energies within the warp and weave of silken scarves and tapestries and use those energies to cast spells.
This sounds awfully similar to the wizard’s Arcane Recovery, doesn’t it? So maybe some kind of boosted Arcane Recovery feature when they use/have access to a weaving (carpet, silk, or tapestry)?
LEVEL 10
In order to prepare their spells, a mageweaver needs to have time alone to weave the spells into the silk. This requires six square inches of silk for every level of a spell. It takes an hour to weave every level of a spell.
Well, that time requirement is ludicrous because 1 hour/spell level prep time would mean by 7th level, a wizard would require 23 hours to prepare all their spells from scratch. Yeah. I think I can safely cut that part right out!
But there’s an opportunity here to play up the “artisan weaver doing slow magic” thing, and tie in the “these guys get lots of low-level spells” thing from _The Complete’s Sha’ir’s Handbook_. Maybe during spell prep using weaver’s tools, the mageweaver can sacrifice one (and only one) higher level spell to gain a number of extra 1st level spells equal to the sacrificed slot’s spell level? (i.e. sacrifice 6th level slot, gain 6 extra 1st-level spells)
The ideas here is to encourage a creative play style that maximizes use of 1st-level spells some wizard players may look down at once they’re higher level. And also involves a bit of forward planning as in, which suits the feel of the Mageweaver well I think.
LEVEL 14
Mageweavers…may never learn to cast spells above the sixth level. To compensate for this, [they] gain additional low level spells…
To modernize this feature, we need to use a carrot instead of a stick. Old school D&D was good with the stick approach. 5e definitely is about the carrot.
So...we’ve got to consider a way to incentivize casting lower level spells. Luckily 5e has a method baked in for us: casting lower level spells with higher level spell slots.
Also consider that in 5e spells of 6th level and higher were treated differently by the designers - you get fewer spell slots of 6th-9th level. So that’s our cut off. Since a wizard doesn’t get 6th level spells until reaching 11th level, that means this feature would be meaningless before then. Thus, this has to be the capstone feature of the sub-class.
Using 6th level and higher spell slots to cast lower level spells (that don't already have additional effects if cast at higher level) does…
…something magical!
That part about "doesn't already have additional effects if cast at higher level" is relevant because most of those spells tend to be about damage dealing. So this is a subtle way to encourage the Mageweaver to select exploration/roleplaying spells all while burning higher level spell slots on lower level spells.