• NOW LIVE! Into the Woods--new character species, eerie monsters, and haunting villains to populate the woodlands of your D&D games.

Magic User "Special Effects"

(Talking about 1E/2E/OD&D, not 3E/4E)

I've recently been experimenting with "special effects" for magic users. These are basically very minor magical effects that a MU can "have going" at will while he as an appropriate spell memorized. For example, a MU that has fireball memorized might be able to make smoke come from his ears when he's annoyed, or light his pipe with a small flame from his thumb. A MU with gust of wind memorized might have her hair constantly blowing, as if in an unseen breeze. Et cetera. Using the special effects doesn't use up the spell -- it's still memorized.

Right now, I don't have formal rules for this. The players just know I allow such things, ask, "hey, can I do such-and-such as a special effect?" and we go from there. So far, there's been nothing outlandish (i.e. they're not abusing it) and they players think it's cool.

I could see making this a more formal and defined system, but I'm not sure if I want to. I could give each spell a minor special effect or two that doesn't "use up" the memorized spell. It could even be a really low-powered variant of the spell. For example, a sleep spell could have a special effect of "daze one target" (give him a -1, or whatever) of appropriate HD for 1 rnd. This would let low-level MUs do some magic stuff in multiple encounters, and still have the full spell for situations where they really need it. At higher levels, MUs probably wouldn't bother with such special effects, but it might be useful for the low-level guys.

I have mixed feelings about it, so I'm throwing it out here to solicit some opinions.
 

log in or register to remove this ad

Sounds like your basically describing cantrips - simple harmless effects existing primarily to show the sort of things newbies learn while at "hogwarts" before graduating to the 1st level spells and beyond. IRC the rules allowed for a # = your Intelligence but no reason to house-rule 24hr effects for smoking ears, glowing eyes, etc.
 

Philotomy Jurament said:
(Talking about 1E/2E/OD&D, not 3E/4E)

I've recently been experimenting with "special effects" for magic users. These are basically very minor magical effects that a MU can "have going" at will while he as an appropriate spell memorized. For example, a MU that has fireball memorized might be able to make smoke come from his ears when he's annoyed, or light his pipe with a small flame from his thumb. A MU with gust of wind memorized might have her hair constantly blowing, as if in an unseen breeze. Et cetera. Using the special effects doesn't use up the spell -- it's still memorized.
If this were 3E, you'd be describing the Reserve Feats in Complete Mage and Complete Champion, just a lot lower power. It sounds like 4E will even roll these into the character classes by default.

In any case, I like the idea. I would codify them, though, just to stop things from getting too silly.

"I have fireball, web, ray of enfeeblement and black tentacles memorized. Can I create a warm feeling in the back of the baron's chair that makes him relax and slip into a torpor that keeps him from getting up?"

But flavor stuff like this is golden.
 

jefgorbach said:
Sounds like your basically describing cantrips

That was my first thought, too. I love the idea for flavor, but I'm not sure I'd allow for the harmful effects, even minor ones.

Cool idea. Consider it stolen.
 

Yes, very similar to cantrips; the main differences being there's no spell slots used and the effects are tied/related to the spells memorized. However, the list of cantrips from Unearthed Arcana, etc. would be an excellent source of "special effect examples."

I'm not sure on harmful effects (even minor ones), either, although keeping them very minor and allowing a saving throw in all cases might mitigate that. I may give it a try and see how it works out.
 


Philotomy Jurament said:
Any of that OGL? I don't have those books.
Me neither, and I don't know the answer to your question.

But the way it's been explained to me is that if you have Spell X memorized, and you have the right Feat, you can cast a "mini" version of the spell (equivalent to 4-6 levels lower) all day as often as you like. Once you cast your "big kahuna" spell you lose the ability to cast the mini version too.

As a rule of thumb, I think your "cantrips only" rule is a good one for now - no damage. But only you get up to Level 5 or 6 spells you can probably start letting the "minor effects" mimic 1st level spells. I think that would be cool.
 

Irda Ranger said:
...if you have Spell X memorized, and you have the right Feat, you can cast a "mini" version of the spell (equivalent to 4-6 levels lower) all day as often as you like. Once you cast your "big kahuna" spell you lose the ability to cast the mini version too.
Yeah, that sounds very similar to what I'm doing (although no feat required, of course -- I'm doing this with OD&D(1974) and with C&C).

As a rule of thumb, I think your "cantrips only" rule is a good one for now - no damage. But only you get up to Level 5 or 6 spells you can probably start letting the "minor effects" mimic 1st level spells. I think that would be cool.
Makes sense. As far as "coolness," there is no doubt that my players like it. Being able to pull off little magical effects "at will" definitely makes the magic users feel special. I think it's even influenced their spell selection. Surprisingly (to me), cosmetic effects like the blowing hair/glowing eyes stuff is especially popular. I think they like showing off "hey, I've got the power." :)
 

Philotomy Jurament said:
Any of that OGL? I don't have those books.
No, but I suspect you can get them very cheaply in the immediate future.

I've already gone through and sorted out a stack of crunch-only books that I don't foresee using in the near future that I'm taking to my local library this weekend. I have to imagine I'm not the only one -- CMage or CChampion may very well be in your local library sometime soon.

(I'm keeping anything with good fluff -- I still have the 1E Rogues Gallery and BD&D Shady Dragon Inn, after all! -- but if it's primarily just crunchy utility stuff without much charm, it's gone.)

And Irda Ranger pretty much has the right of it with Reserve Feats. The better the spell kept in reserve, though, the better the minor effect gets normally. So the spellcaster sitting on a ninth-level spell gets a lot more out of the feat than the one sitting on the third-level spell, which isn't nearly as much of a sacrifice to hold onto.
 


Into the Woods

Remove ads

Top