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<blockquote data-quote="fuindordm" data-source="post: 3673528" data-attributes="member: 5435"><p>I posted this on Dragonsfoot, but there wasn't much response there. Maybe this would be better in house rules, but no one is making house rules for 1st edition anymore it seems...</p><p></p><p>This idea grew directly out of a new 1st edition campaign setting that I'm working on, where the major religion is monotheistic. I was thinking about ways to incorporate some of the historical obsession with angels, astrology, kaballah, and numerology into AD&D, and here's what came out.</p><p></p><p>I'm interested in what people think of the balance issues. Should these characters give up something more? My thoughts are in bold.</p><p></p><p>---</p><p></p><p>On reaching 5th level or any time thereafter, clerics and magic-users can choose to direct their efforts towards the manipulation of powerful extraplanar spirits. Those who choose to study high magic must have an intelligence, wisdom, and charisma of at least 13. Those who delve into the forbidden lore of sorcery must have a constitution of at least 10 and a charisma of at least 15. <strong>These requirements force a suboptimal allotment of stats--that second high score would have boosted your AC or HP otherwise. This is a minor but significant balancer.</strong></p><p></p><p>High mages begin learning the secret names and powers of angels and other helpful spirits, and use the techniques of numerology and astrology to attract their attention and solicit their aid. They cannot be of evil alignment, and must be reasonably pious and ascetic in their behavior. Sorcerers use similar techniques, but focus their energies on the summoning and binding of demons and other malignant spirits. They cannot be good in alignment.</p><p></p><p>The mechanical advantages of this focus are relatively simple:</p><p>• The character’s first new spell of any given level will always be a monster summoning spell, if it has not already been learned. No roll to learn the spell is needed. Clerics add these spells to their usual list.</p><p>• Monster summoning will call a named creature of celestial or infernal origin. This creature will be above average in many respects. If it is slain, it may not be summoned again for a certain period which depends on the level of the spell and the nature of the creature (from 1 week to 1 year). Multiple creatures may be researched for each version of this spell.</p><p>• The monster will always appear and act on the following round.</p><p></p><p><strong>Pros: automatic access to a nice spell sequence, creatures summoned arrive earlier and are slightly more powerful. Cons: you may lose access to the spell for a time if you're careless with the creature. I imagine the research requirement to be similar to spell research, but with perhaps half the cost, so this style of magic is also a money sink. Overall, I have the impression that this style is a minor advantage for magic-users, not a major one. It is a more significant advantage for clerics--I'd like them to have this option, but perhaps it needs to be tweaked for them.</strong></p><p></p><p>Other ramifications of this choice are detailed below:</p><p></p><p>A sorcerer’s familiar is consumed, to be replaced with an infernal spirit of similar appearance. This provides exactly the same benefits as a normal familiar, but it will have a nasty character, unsavoury habits, and serve as a mouthpiece for the infernal regions.</p><p><strong>Just flavor, really, and a good hook for witch hunts.</strong></p><p></p><p>The creatures summoned by sorcerers are somewhat more powerful than those summoned by high mages (for a given spell level), but are also less faithful. If the sorcerer falls unconscious or dies while the creature is present, the creature will be free to act as it desires. Each time an infernal creature is summoned the sorcerer must make a reaction check to determine their current relationship. If an unfriendly or hostile attitude is indicated, then the creature will demand payment. This need not be made on the spot, but sacrifices will be required before the creature can be summoned again.</p><p><strong>Mostly flavor, but gives them a use for that high Charisma.</strong></p><p></p><p>A high mage’s familiar is not replaced, but it may become more beautiful or noble in appearance. Celestial spirits are often simply augmented animals (similar to 3rd edition) for the lower level spells. They never demand payment, but if forced to serve an ignoble purpose may refuse their next call. Some of the most powerful celestial spirits (e.g. devas) may have access to cleric spells, which they may be willing to cast for characters of similar alignment.</p><p><strong>An important incentive to be good?</strong></p><p></p><p><strong>I'm also toying with the idea that a neutral magic-user might be able to use both styles simultaneously, but I'm not at all sure how to handle that. It's easier to make them mutually exclusive, but I also like the idea of John Dee-style wizards, and that demons might pose as angels...</strong></p></blockquote><p></p>
[QUOTE="fuindordm, post: 3673528, member: 5435"] I posted this on Dragonsfoot, but there wasn't much response there. Maybe this would be better in house rules, but no one is making house rules for 1st edition anymore it seems... This idea grew directly out of a new 1st edition campaign setting that I'm working on, where the major religion is monotheistic. I was thinking about ways to incorporate some of the historical obsession with angels, astrology, kaballah, and numerology into AD&D, and here's what came out. I'm interested in what people think of the balance issues. Should these characters give up something more? My thoughts are in bold. --- On reaching 5th level or any time thereafter, clerics and magic-users can choose to direct their efforts towards the manipulation of powerful extraplanar spirits. Those who choose to study high magic must have an intelligence, wisdom, and charisma of at least 13. Those who delve into the forbidden lore of sorcery must have a constitution of at least 10 and a charisma of at least 15. [B]These requirements force a suboptimal allotment of stats--that second high score would have boosted your AC or HP otherwise. This is a minor but significant balancer.[/B] High mages begin learning the secret names and powers of angels and other helpful spirits, and use the techniques of numerology and astrology to attract their attention and solicit their aid. They cannot be of evil alignment, and must be reasonably pious and ascetic in their behavior. Sorcerers use similar techniques, but focus their energies on the summoning and binding of demons and other malignant spirits. They cannot be good in alignment. The mechanical advantages of this focus are relatively simple: • The character’s first new spell of any given level will always be a monster summoning spell, if it has not already been learned. No roll to learn the spell is needed. Clerics add these spells to their usual list. • Monster summoning will call a named creature of celestial or infernal origin. This creature will be above average in many respects. If it is slain, it may not be summoned again for a certain period which depends on the level of the spell and the nature of the creature (from 1 week to 1 year). Multiple creatures may be researched for each version of this spell. • The monster will always appear and act on the following round. [B]Pros: automatic access to a nice spell sequence, creatures summoned arrive earlier and are slightly more powerful. Cons: you may lose access to the spell for a time if you're careless with the creature. I imagine the research requirement to be similar to spell research, but with perhaps half the cost, so this style of magic is also a money sink. Overall, I have the impression that this style is a minor advantage for magic-users, not a major one. It is a more significant advantage for clerics--I'd like them to have this option, but perhaps it needs to be tweaked for them.[/B] Other ramifications of this choice are detailed below: A sorcerer’s familiar is consumed, to be replaced with an infernal spirit of similar appearance. This provides exactly the same benefits as a normal familiar, but it will have a nasty character, unsavoury habits, and serve as a mouthpiece for the infernal regions. [B]Just flavor, really, and a good hook for witch hunts.[/B] The creatures summoned by sorcerers are somewhat more powerful than those summoned by high mages (for a given spell level), but are also less faithful. If the sorcerer falls unconscious or dies while the creature is present, the creature will be free to act as it desires. Each time an infernal creature is summoned the sorcerer must make a reaction check to determine their current relationship. If an unfriendly or hostile attitude is indicated, then the creature will demand payment. This need not be made on the spot, but sacrifices will be required before the creature can be summoned again. [B]Mostly flavor, but gives them a use for that high Charisma.[/B] A high mage’s familiar is not replaced, but it may become more beautiful or noble in appearance. Celestial spirits are often simply augmented animals (similar to 3rd edition) for the lower level spells. They never demand payment, but if forced to serve an ignoble purpose may refuse their next call. Some of the most powerful celestial spirits (e.g. devas) may have access to cleric spells, which they may be willing to cast for characters of similar alignment. [B]An important incentive to be good?[/B] [B]I'm also toying with the idea that a neutral magic-user might be able to use both styles simultaneously, but I'm not at all sure how to handle that. It's easier to make them mutually exclusive, but I also like the idea of John Dee-style wizards, and that demons might pose as angels...[/B] [/QUOTE]
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