Alex
Arcane
I am not sure this topic will get a single response, but I hope some of you are willing to help me, or at least tell me what you think about this mess I am making. Basically, I am re-thinking AD&D schools of magic for a future campaign in a game world I have been working for a while. I want to go over the eight big schools of magic in AD&D and a few others, and make remodel them so they fulfil some of my objectives. Namely: They all have at least a few interesting spells that PCs will want to use in a dungeon crawl or a normal session, they all have at least a few interesting spells that PCs may use during down time to interact with the game world, they all have a particular identity that make them as real parts of the game world's "lore" rather than just a mechanic and they all have an interesting personality that can be endless expanded by me and the players with new and interesting spells. I am thankful to anyone who might bother to share their thoughts on this, but I will specifically ask Zed Duke of Banville, JarlFrank, Cryomancer and JamesDixon since I think they might have insight about this.
So, a small intro to arcane magic in this world, most people in backwards planets are distrustful of it, and for good reason. A certain kind of magic, called chaos magic, can cause enormous problems when it goes awry. Basically, in order to prepare a spell, a mage usually has to do some ritualistic actions. But it is not just about the ritual, it is also about the source of magic power itself. Some sources, like nodes, are part of the natural world, places that even without magic senses seem somehow special (a great and calm lake, a volcano, a deep gorge, etc). But most other sources of magic are part of human society and draw their power from being used by people. A simple example would be a cemetery, where a necromancer might draw more power the more people are buried there. The issue is, when chaos magic goes awry, the very source of magic can be corrupted by the spell. If the source is a volcano and the spell in question a fireball, for instance, this could mean an eruption. A badly cast necromantic spell could mean every body in the cemetery powering it suddenly gets up and starts looking for yummy brains, etc. So, basically, mages are like wild mages in AD&D 2e, only worse and with their effects hitting much more than the party. Not surprising, then, most people kill mages on sight and powerful mages are also warlords that subjugate communities to use them as sources of magic power.
Well, at least, that is how most places in the campaign world are, but not on the central planet. A race known as Mercane (or Arcane, which gives the in-game reason for the name of the magic) developed a magic system where spells are separated into chaos magic and clean magic. Clean magic is not 100% safe, but it never cause problems with the magic source. The mercane further developed other aspects of magic. For instance, before, a magic source would be associated with a single spell, whereas today it is possible to prepare several spells tied to a single source, and the use of magic schools of thought that allows one to understand several spells at once, instead of studying each spell individually¹. Strangely enough, Mercane claim to be unable to use magic themselves. Rather they work by teaching their knowledge to others, helping clear up the name of magic and then, once they have established a decent knowledge of magic on a planet or nation, they demand their former pupils pay their debts with magic items. Although their practices are somewhat predatory, their objective is not to exploit the would be mages, but rather to establish the place they have gone as a magic market with them as a primary actor, with the sale of magic items, especially spelljammers, being their main practice. Despite their claim of being unable to use magic, they certainly can use magic items and are willing to do it.
At any rate, the most important planet of the setting and assumed starting point embraced this new arcane magic particularly well. Governed by an immortal emperor that claims to be a god, the empire established a very complex guild system that elevated much of its population to a new middle class based around higher and lower guilds. Guilders, as they are usually called², usually belong to a lower guild, such as blacksmiths or physicians or masons, and through it gain token access to one of the higher guilds (each related to one of the 8 magic schools of philosophy, such as illusion or alteration³). Usually, guilders receive very small magical training according to their professions (every guild in the empire now incorporates magic use in their craft) so they can assist a master, though some professions require more individual understanding (carpenters, for instance, only learn more of magic by the time they are ready to become masters, while physicians learn some from the get go as they are expected to act alone often). People who show a natural aptitude for magic, however, may be enrolled into a high guild apprenticeship right away, or receive special training in a lower one.
So, basically, most magic-users PCs in the setting will be a high-guilder of some sort. Alternatively, they may be nobleman who learned magic at a university, a disguised druid⁴ or something more exotic. But whatever they may be, they are very unlikely to begin having access to knowledge of all 9 schools. Rather, they should have greater or lesser access to some schools and be completely ignorant of the working of others. This means that the wide range of spells of the generalist mage in AD&D must be worked towards to, you won't start off with access to everything. Even if you try to make a character the has learned of several schools already, each school has degrees of mastery, with more complex and difficult spells requiring greater knowledge of the school in question (which means that "specialist" mages now will have more exclusive spell lists, though).
Also, I wanted to mention some sources of inspiration; especially in the hopes of you guys adding to those. A few places I am drawing inspiration for how magic works in this setting are: The AD&D books (obviously. Also, mostly 2e, but I have nothing against using something from D&D, 1e or even the later editions if it is good), GURPS Magic (the magic system in GURPS Magic and GURPS Grimoire has always been really interesting, and it gives players a lot of interesting tools that are all objectively much weaker than modern weaponry, but can do things way beyond modern science), Rifts (and Palladium Fantasy), Warhammer (although, to be honest, the spells there are more about appearance than substance), Fighting Fantasy (especially the Sorcery! books), Dungeon Crawl Classics RPG, Magic: the Gathering and Master of Magic. Inspiration of more literary nature are also welcome.
Well, with enough preamble out of the way, I would like to make posts where I discuss how each of these schools is going to look in my game. The post below should, unless I messed up, describe the school of abjuration in the setting.
¹Modern arcane magic is a big revolution from what witches and warlocks have used in the past; but it is not on the level of the mythic times magic. The magic of the children of the gods was said to be boundless. While a great mage back then might know only three spells, for instance, those three spells could be used to do all kinds of things; being both wide ins how they could be applied and boundless in how much energy could be used to augment them. For instance, rather than being a limited spell like fly, an enchantment spell would have a wide variety of uses. Perhaps it might allow the mage to apply any characteristic from a living creature on another, so it could be used for applying a bird's power of flight, or a mole's power of digging, or an elephant's strength, etc. Further, by using more magic, the mage would be able to extend the effect to many people. If enough magic energy was available, it would be possible to make a whole army fly, for instance. These ancient spells are the things of legends, and mages are always looking to get their hands in them.
²I am bad with names. I don't have names for half of this stuff and the ones I have are a bit lacking, but I will focus on that once I have everything else better defined.
³The setting actually has a ninth school of magic, "meta-magic". But this school doesn't have a formal guild and while every mage learns a bit of it, focusing on it is usually a privilege of the well born. Meta-magic holds spells that all mages end up needing to a degree, such as detect magic, read magic and dispel magic, as well as actual meta-magic spells such as far reaching, steal enchantment and invert spell.
⁴Druids in this setting are not divine spellcasters at all, but rather chaos mages that have a tendency to make pacts with spiritual beings. They are loathed by the empire, but many learn to hide themselves in normal society. Think here less of some eco-priest and more as druids are presented in the life of St. Patrick.
So, a small intro to arcane magic in this world, most people in backwards planets are distrustful of it, and for good reason. A certain kind of magic, called chaos magic, can cause enormous problems when it goes awry. Basically, in order to prepare a spell, a mage usually has to do some ritualistic actions. But it is not just about the ritual, it is also about the source of magic power itself. Some sources, like nodes, are part of the natural world, places that even without magic senses seem somehow special (a great and calm lake, a volcano, a deep gorge, etc). But most other sources of magic are part of human society and draw their power from being used by people. A simple example would be a cemetery, where a necromancer might draw more power the more people are buried there. The issue is, when chaos magic goes awry, the very source of magic can be corrupted by the spell. If the source is a volcano and the spell in question a fireball, for instance, this could mean an eruption. A badly cast necromantic spell could mean every body in the cemetery powering it suddenly gets up and starts looking for yummy brains, etc. So, basically, mages are like wild mages in AD&D 2e, only worse and with their effects hitting much more than the party. Not surprising, then, most people kill mages on sight and powerful mages are also warlords that subjugate communities to use them as sources of magic power.
Well, at least, that is how most places in the campaign world are, but not on the central planet. A race known as Mercane (or Arcane, which gives the in-game reason for the name of the magic) developed a magic system where spells are separated into chaos magic and clean magic. Clean magic is not 100% safe, but it never cause problems with the magic source. The mercane further developed other aspects of magic. For instance, before, a magic source would be associated with a single spell, whereas today it is possible to prepare several spells tied to a single source, and the use of magic schools of thought that allows one to understand several spells at once, instead of studying each spell individually¹. Strangely enough, Mercane claim to be unable to use magic themselves. Rather they work by teaching their knowledge to others, helping clear up the name of magic and then, once they have established a decent knowledge of magic on a planet or nation, they demand their former pupils pay their debts with magic items. Although their practices are somewhat predatory, their objective is not to exploit the would be mages, but rather to establish the place they have gone as a magic market with them as a primary actor, with the sale of magic items, especially spelljammers, being their main practice. Despite their claim of being unable to use magic, they certainly can use magic items and are willing to do it.
At any rate, the most important planet of the setting and assumed starting point embraced this new arcane magic particularly well. Governed by an immortal emperor that claims to be a god, the empire established a very complex guild system that elevated much of its population to a new middle class based around higher and lower guilds. Guilders, as they are usually called², usually belong to a lower guild, such as blacksmiths or physicians or masons, and through it gain token access to one of the higher guilds (each related to one of the 8 magic schools of philosophy, such as illusion or alteration³). Usually, guilders receive very small magical training according to their professions (every guild in the empire now incorporates magic use in their craft) so they can assist a master, though some professions require more individual understanding (carpenters, for instance, only learn more of magic by the time they are ready to become masters, while physicians learn some from the get go as they are expected to act alone often). People who show a natural aptitude for magic, however, may be enrolled into a high guild apprenticeship right away, or receive special training in a lower one.
So, basically, most magic-users PCs in the setting will be a high-guilder of some sort. Alternatively, they may be nobleman who learned magic at a university, a disguised druid⁴ or something more exotic. But whatever they may be, they are very unlikely to begin having access to knowledge of all 9 schools. Rather, they should have greater or lesser access to some schools and be completely ignorant of the working of others. This means that the wide range of spells of the generalist mage in AD&D must be worked towards to, you won't start off with access to everything. Even if you try to make a character the has learned of several schools already, each school has degrees of mastery, with more complex and difficult spells requiring greater knowledge of the school in question (which means that "specialist" mages now will have more exclusive spell lists, though).
Also, I wanted to mention some sources of inspiration; especially in the hopes of you guys adding to those. A few places I am drawing inspiration for how magic works in this setting are: The AD&D books (obviously. Also, mostly 2e, but I have nothing against using something from D&D, 1e or even the later editions if it is good), GURPS Magic (the magic system in GURPS Magic and GURPS Grimoire has always been really interesting, and it gives players a lot of interesting tools that are all objectively much weaker than modern weaponry, but can do things way beyond modern science), Rifts (and Palladium Fantasy), Warhammer (although, to be honest, the spells there are more about appearance than substance), Fighting Fantasy (especially the Sorcery! books), Dungeon Crawl Classics RPG, Magic: the Gathering and Master of Magic. Inspiration of more literary nature are also welcome.
Well, with enough preamble out of the way, I would like to make posts where I discuss how each of these schools is going to look in my game. The post below should, unless I messed up, describe the school of abjuration in the setting.
¹Modern arcane magic is a big revolution from what witches and warlocks have used in the past; but it is not on the level of the mythic times magic. The magic of the children of the gods was said to be boundless. While a great mage back then might know only three spells, for instance, those three spells could be used to do all kinds of things; being both wide ins how they could be applied and boundless in how much energy could be used to augment them. For instance, rather than being a limited spell like fly, an enchantment spell would have a wide variety of uses. Perhaps it might allow the mage to apply any characteristic from a living creature on another, so it could be used for applying a bird's power of flight, or a mole's power of digging, or an elephant's strength, etc. Further, by using more magic, the mage would be able to extend the effect to many people. If enough magic energy was available, it would be possible to make a whole army fly, for instance. These ancient spells are the things of legends, and mages are always looking to get their hands in them.
²I am bad with names. I don't have names for half of this stuff and the ones I have are a bit lacking, but I will focus on that once I have everything else better defined.
³The setting actually has a ninth school of magic, "meta-magic". But this school doesn't have a formal guild and while every mage learns a bit of it, focusing on it is usually a privilege of the well born. Meta-magic holds spells that all mages end up needing to a degree, such as detect magic, read magic and dispel magic, as well as actual meta-magic spells such as far reaching, steal enchantment and invert spell.
⁴Druids in this setting are not divine spellcasters at all, but rather chaos mages that have a tendency to make pacts with spiritual beings. They are loathed by the empire, but many learn to hide themselves in normal society. Think here less of some eco-priest and more as druids are presented in the life of St. Patrick.