Magic from contemporary fiction

fuindordm

Adventurer
The thread "The Next Generation" got me thinking about the flexibility of D&D in modeling a wide variety of magic systems.

Some fantasy novels have magic that is pretty easy to emulate with the 3rd edition wizard or sorcerer classes--for example, Harry Potter. Many fantasy novels, both old and new, have magic systems that are much more difficult to reconcile--for example, the Myth Adventures series.

Let's pretend that D&D Next is going to offer an alternative magic system that is designed to model characters from a popular stream of fantasy literature, alongside the wizard and sorcerer.

In this thread, name one of your favorite fantasy novels and author, describe their magic system briefly, and explain how you would implement it in D&D.

It need not be a difficult fit. You can take an existing class and make adjustments, or suggest a parallel magic system that might be well balanced and integrate well with the rest of the game..

For the sake of clarity and to make it easier to compare our ideas, please limit yourself to the 3rd edition ruleset.
 
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I am a fan of ritual-style magic, as presented in many sources. Personally, I am thinking of Lovecraft's more fantasy-flavored work. The idea is that anyone can produce a result if they perform the ritual, but the ritual is difficult and the result unpredictable.

3e took a hack at this with incantations in UA, which have skill checks and other requirements. The whole ritual thing is also going in this direction, though not as open-ended. Wizards and other casters tend to be better at incantations because they have the requisite skills, but anyone can use them.

I would be quite happy with a front-and-center implementation of this concept, in addition to other magic systems.
 
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I'll start the ball rolling.

One of my favorite contemporary authors is Robin Hobb. What do I do if I have a player who wants to play a magician who uses the Skill?

This is a tough one because the magic gives a small set of skills with very broad applications. I'd begin by looking at the powers in the psionics handbook.

The major powers of the Skill are:

Telepathy (e.g. the spells ESP, Sending, Nightmare)
Clairsentience (usually from the POV of someone you contacted with telepathy)
Mental Illusions
Psychic Vampirism (drain HP or PP from a willing donor or even an unwilling one, given long enough contact)

I think what I would do for this player, new to D&D, is pre-select a list of powers from the psionics handbook in each of these domains, so that there were one or two powers per level of effect, much like a Cleric's domain. I would steal spells from the arcane magic list if necessary to get certain effects that the player wants. I would arrange the powers so that the total number known at a given level more or less followed the chart in the XPH.

And when they get more used to the game, they could pick some of their own.

Now, the Skill has some differences from Psionics:
It is generally undetectable except to other Skill users, so I choose the "Psionics and Magic are independent" option. I also get rid of all manifestations. This is a minor advantage that could counter the disadvantage of a narrower power selection.

The Skill is addictive and exhausting. Addiction is a major limitation that is better handled through role-playing. But I could introduce a rule that if you ever run out of power points on any given day, you become fatigued on the following day.

There are other details to be arranged, but I think the technique of modeling a handful of core powers with broad applications by a small set of "domains" is close enough to give the player a satisfying experience in D&D.
 

I am a fan of ritual-style magic, as presented in many sources. Personally, I am thinking of Lovecraft's more fantasy-flavored work. The idea is that anyone produce a result if they perform the ritual, but the ritual is difficult and the result unpredictable.

3e took a hack at this with incantations in UA, which have skill checks and other requirements. The whole ritual thing is also going in this direction, though not as open-ended. Wizards and other casters tend to be better at incantations because they have the requisite skills, but anyone can use them.

Yes, the incantations were an interesting addition to the game with a lot of possibilities. They didn't give them enough space, but one could easily imagine publishing a supplement with a few dozen incantations that form an alternative magic system. I prefer them to 4E rituals, which felt too much like a character's expected equipment. The challenge is to promote them from "plot device" to "character ability".

d20 Cthulhu went part of the way there by divorcing spell use from character class entirely, and just making sure that every spell has a significant physical and mental cost which makes players reluctant to use magic.
 

One of my all time favorite fantasy series (and a huge inspiration to D&D in the early days) is Michael Moorcock's Elric of Melnibone.

Most of the magic done in this series was a result of summoning elemental lords or less powerful elemental forces to achieve desired effects.

This would be a completely different casting mechanic (more like ritual casting). I could see it as a more open ended spellcasting system where the spellcaster has levels or skill based on character level and experience interacting with the elemental forces. The more favor the spellcaster has with a particular elemental lord, the more powerful an effect he or she can attempt. Of course, gaining favor with one lord, may influence favor usually in a negative way with another elemental lord. For example, to appease the fire lord, a caster may do a ritual that creates a huge fire, which in turn, angers the water lord. Also, in this system, each spell or effect the spellcaster calls upon, would require a tribute to the the elemental lord. If called upon too often, or if a lord is not appeased, the spellcaster would be ignored, or even feel the wrath of the elemental lord.
 
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I can't really think of a type of popular magic that isnt at least partially combatible with D&D or one of its variations.

Id start with gandalf, but his rare use of magic in the books doesnt give us a lot to work with. He could easily be a vancian wizard who only uses his big spells occasoinally.

If I'm going down the list of awesome wizards in fiction, I have to give props to Raistlin and Elminister, vancian, no suprise there.

Next I'd probably say Pug by Raymon Feist, actually these book bring back so many awesome memories I want to put it ahead of Gandalf. I don't know tho, nothin in it really jarred that badly with Vancian. Maybe some others could remind me if it needs a completely different system.

Magic in A wizard of earthsea was quite a bit different, but there are alternate magic systems that fit it a bit better, I think of some of the True name types like the magic presented in Arcana Unearthed to fit this better.

I personally like the witch warlock types (as presented in arcana evolved).


Only other popular magic I can think of is "wizards from waverly place", although the 4e at will/encounter system seems to be able to go iinline with that.

I never really understood this type of complaint, I always hear that Vancian doesnt work well with popular fiction type magic but I have never really thought that when reading a fantasy novel. Maybe I need to read some new books lol.
 

For Earthsea wizards you'd likely be better with the word system in Pathfinder's Ultimate Magic book.

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A modern style wizard would be Jim Butcher's Dresden and the White Council.

In the Dresden Files RPG, the use of magic is broken down to five different large arts with other more ritual like magic to handle things like potions or barriers.

You could model things by setting spells into five lists but this lacks the free form feel of Dresden's magic.

I'd more borrow a bit from Ars Magica but drop the 15 Arts and Forms for 5 spell groups that are each a separate skill.

The spell described by the caster will determine the DC (with lists of suggestions of DC). Instead of rolling d20, I'd have the player roll d6 each round with their skill being a final modifier to the total.

Example, 3 rounds of chanting (focus) would be 3d6+Skill ranks. If the total reaches the value then the spell is cast otherwise keep focusing to cast the spell.

Spells that are pre planned can be cast faster (why have things like rods, staffs, rings, etc because they are pre-planned spells with a focus). A wizard might get to roll d8 or d10 instead of d6.
 

There are many sources that use transmuters and alchemists that turn one item into another form Belgariad to Full Metal Alchemist to I think Harry Potter. Heck, D&D has spells that do this.

I suppose a chart or list could be made that uses DCs for the conversions of each item into another, crafting them into new shapes, and maybe even remote control. Then modifiers for additional volumes, increased or decreased speed, or unique shapes.
 


I really think that Harry Potter needs excluding from any attempts to modernise fictional magic. It doesn't in any way work within its own world, mostly due to being inexhaustible and capable of anything required by plot. It's fun, but it's not consistent, and you can't build a complete world with it.
 

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