OSR game with more dangerous magic

Having 'shortlisted' for DCC and WFRP I think now is the time to stop thinking mechanically and consider the 'roleplay' aspect of the magic systems of both options. DCC is dirty, requires literally self-sacrifice, is unpredictable. So magic is mysterious and very powerful. I know little from WFRP magic system, but I think it was more streamlined and predictable.
While they both share elements of Vance's weird, high strangeness and opaque magic and Moocock's Law vs Chaos thing, DCC leans more into the former while WFRP leans more into the latter.
 

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WHFR v2 is good for me in that you have to roll and can't just assume that a spell will work every time with no repercussions beyond what is in the spell description, of which in D&D have become less and less of an issue. You don't age a year with a haste spell anymore for example. And if you push it too hard you can have things go off the rails. DCC is on a level beyond that, which is cool. A system like either of those I could just bolt onto OSE would be something cool.
 

Having 'shortlisted' for DCC and WFRP I think now is the time to stop thinking mechanically and consider the 'roleplay' aspect of the magic systems of both options. DCC is dirty, requires literally self-sacrifice, is unpredictable. So magic is mysterious and very powerful. I know little from WFRP magic system, but I think it was more streamlined and predictable.

And to be chaotic and launch this discussion to another area (not being exactly OSR) I recommend the GURPS Ritual Path Magic booklets. There are some cool ideas there that are easily adaptable (as all things GURPS).

In a smaller note, LOTFP has a bit different spell list, using the same mechanic you would expect from any OSR, but has this different spell list. If you like a taste, I suggest reading the entry for the level 1 spell SUMMON.

I do have LOTFP and its got some things I adapted to my OSE game. But I'm really looking for the spell casting mechanic that requires a roll.
 

I do have LOTFP and its got some things I adapted to my OSE game. But I'm really looking for the spell casting mechanic that requires a roll.

But you want something more complex than the below suggestion?

Shadowdark and 5 Torches Deep use a simple roll to cast check with miscast on failure; it does make magic relatively unreliable. The GLOG has a more complex mechanic using spell dice (d6s) which players choose (or not) to press their luck with- high rolls are expended, low ones go back to their pool, but doubles or triples cause problems.

If you want magic to remain relatively reliable but to keep a press your luck option...

If you just want to graft a randomness/miscast system onto B/X, one nice simple one is:

Each time you cast a spell, roll a d20. On a 1*, roll on a miscast/wild magic chart.** Otherwise the spell works as normal.

AFTER you have used a given spell from memory, you may push your luck and try to cast it again. Roll a d20 + your bonus from your Prime Requisite ability score, against a target of 10 + the spell level. If you succeed, you may cast the spell again. If you fail, you must roll on the miscast chart, and you may not attempt that spell again until you have a good night's rest.

If you do this one, I recommend disallowing the memorization of the same spell multiple times.

*Optionally, if you want it more risky, make it on any roll of the spell level or less.

**(I ran a 3 year campaign of 5 Torches Deep and its simple d20 miscast chart wasn't enough for me- instead I had the players roll a d4 every time there was a miscast. On a 1 they rolled on the d20 chart from 5TD. On a 2 they rolled on the big percentile chart from Low Fantasy Gaming. On a 3 they rolled on the 2E Wild Magic chart from Tome of Magic. On a 4 they rolled on the 5E Wild Magic chart)
 
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Errant will have you covered. Can't get much more unreliable than the Zealot, who has a non-trivial chance of either instantly killing themselves they use a spell, or their target if they try to heal them. It wouldn't be a bad choice in Errant to try to heal your enemies and hope they randomly explode!

Or the Occult, who on a failed casting roll of any basic spell gets random permanent miscast effect with goodies like "The caster becomes pathologically unable to keep their word, and will betray any promises made.", "The caster is teleported to the opposite side of the world.", or "The caster is granted a vision of theend of the world, which will occur exactly a year from now."
 

Going at right angles from everyone else’s suggestions: find a system you like overall, and then modify it.

If it were me, the modification I’d make to increase danger would be to borrow from something like HERO, and introduce either skill rolls and/or failure rolls. How to implement such would depend on precisely the effects you want to occur in your game: mis-targeting, fizzles, backfires, side-effects, power drops/surges, reality warping, etc.

Hell, they could even vary from spell to spell, and from caster to caster.
 

My own Six-Hack has simple but risky magic. Anybody can use magic, but only elves acting as Magic Users and actual Magic Users can do so with ease. That said, all casters have to make a successful dice roll to cast a spell. And if they fail, the referee is encouraged to get weird with it. If you'd like a free copy of the game in PDF, message me a good email address for you and I'll hook you up with a DriveThruRPG download link.
 

But you want something more complex than the below suggestion?

Shadowdark and 5 Torches Deep use a simple roll to cast check with miscast on failure; it does make magic relatively unreliable. The GLOG has a more complex mechanic using spell dice (d6s) which players choose (or not) to press their luck with- high rolls are expended, low ones go back to their pool, but doubles or triples cause problems.

If you want magic to remain relatively reliable but to keep a press your luck option...
Its interesting. I think what I really want is more powerful spells have a greater chance to go nuts.
 

Going at right angles from everyone else’s suggestions: find a system you like overall, and then modify it.

If it were me, the modification I’d make to increase danger would be to borrow from something like HERO, and introduce either skill rolls and/or failure rolls. How to implement such would depend on precisely the effects you want to occur in your game: mis-targeting, fizzles, backfires, side-effects, power drops/surges, reality warping, etc.

Hell, they could even vary from spell to spell, and from caster to caster.
That is one option but I'm lazy. If I could find a simple way to bolt WHFRP 2e magic system on OSE I'd do it I think. I could come up with a casting number for every spell and just convert it, but I'm looking for various options. Of which I've gotten a few in this thread so thanks everyone.
 

Its interesting. I think what I really want is more powerful spells have a greater chance to go nuts.
I included an option for that in my suggested simple house rule. Instead of miscast on a 1 you make it miscast on a roll of the spell level or less. If you want to go crazier you could also use more dangerous miscast charts for higher level spells.

I could come up with a casting number for every spell and just convert it, but I'm looking for various options.
Are you looking for something more complex than what 5TD and SD do, which is just make the target number to cast 10+ the spell level?
 

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