Inspired by this, this, and this. Here is an excerpt from Clark Ashton Smith's "The Beast of Averoigne."
"Now, when the priest and the marshal had gone, I spent several hours in making ready for my journey. It was necessary, above all other things, to compound a certain rare powder that had been recommended by the demon in the purple gem; for only by the casting of this powder could the Beast be driven away before its time. The ingredients of the powder were named in the Book of Eibon, that manual written by an old Hyper-borean wizard, who in his day had dealt with ultra-mundane spirits akin to the demon of the comet; and had also been the owner of the ring...
Then, an hour before sunrise, when the shadow of the great pine had reached the wall and was climbing toward Theophile's window, there came the thing which I had anticipated. Very suddenly it came, and with no warning of its nearness, a horror of hellish red light, swift as a kindling, windblown flame, that leapt from the forest gloom and sprang upon us where we stood stiff and weary from our night-long vigil.
One of the men-at-arms was borne to the ground, and I saw above him, in a floating redness as of blood, the black and serpentine form of the Beast. A round and snakish head, without ears or nose, was tearing at the man's armor with sharp innumerable teeth, and I heard the teeth grate and clash on the linked iron as I stepped forward and flung the powder of Eibon at the Beast. The second man-at-arms, undaunted, would have assailed it with his spear, but this I forbade.
The floating powder, fine as a dust of mummia, seemed to dim the bloody light as it fell; and the Beast relinquished the fallen man, writhing away like a burnt serpent from the fire. Its members and body were loathfully convulsed; and the thing seemed to change horribly beneath our gaze, undergoing an incredible metamorphosis. Moment by moment it took on the wavering similitude of man, like a werewolf that returns from his beasthood; and the red light grew dimmer, and the unclean blackness of its flesh appeared to flow and swirl, assuming the weft of cloth, and becoming the folds of a dark robe and cowl such as are worn by the Benedictines. Then, from the cowl, a face began to peer, glimmering pale and thin in the shadow; and the thing covered its face with sooty claws that were turning into hands, and shrank away from me as I pressed upon it, sprinkling it with the remainder of the powder.
Now I had driven it against the abbey wall; and there, with a wild, despairing cry that was half-human, half-demoniac, the thing turned from me and clawed frantically at the gray stone as if it would climb toward the abbot's window in that monstrous fashion that had been its wont. Almost, for a breath, it seemed to run upward, hanging to the wall like a bat or a great beetle. But the change had progressed too far, and it dropped back in the shadow of a pine, and tottering strangely as if with sudden mortal weakness, fell to the ground and lay huddled in its monkish garments like a black night-bird with broken vans."
Obviously there can be some problems transferring this kind of thing over to a D&D type game, but in a perfect "worldgame" this is what magic would look like.
Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts
Sunday, December 18, 2011
Monday, August 15, 2011
FLAILSNAILS Conventions for Nightwick Abbey
As a signatory of the FLAILSNAILS Conventions I have decided to put up a very rough and somewhat preliminary conversion guide for the current incarnation of the rules used in the Nightwick Campaign. For now I'm assuming one is coming over from a version of TSR D&D, but I'm open to other options.
- Character Abilities: PCs will use ability score adjustments from Labyrinth Lord. These bonuses do not cover any activities not covered in the core book.
- Races: the Nightwick Campaign currently uses a Race as Class system. Your character becomes the racial class available in the Dark Country that is closest to your character's race. Elves and Half Elven characters always become Changelings, while Halflings and Hobbits grow beards, develop an intense desire to make shoes, and generally become Gnomes. Others shall be decided on a case by case basis.
- Classes: The following classes are available in the Nightwick Campaign: Assassins, Clerics, Druids, Fighters, Magic-Users, Paladins, Rangers, and Thieves. All classes operate as explained in the Advanced Edition Compendium for Labyrinth Lord. Fighters are the exception and gain Multiple Attacks as per Swords & Wizardry. Racial classes include Changelings, Dwarves, Froglings, and Gnomes, but see races (above) for handling non-human characters. In the event that you're converting an Illusionist you may pick whether your character is a Magic-User or a Changeling.
- Rules Cyclopedia Special Case: Lawful Fighters being brought in from the Rules Cyclopedia may choose to be Paladins for the duration of the game. Neutral Clerics from the RC may enter play as Druids.
- Hit Dice: All characters roll all of their hit die as if they were making a new character at whatever level their character currently is. Use the Advanced HD option from the AEC. Do not reroll 1s.
- Secondary Skills: Each Character begins with 1 secondary skill from the AEC. This is rolled randomly.
- Alignment: Each character is either Lawful, Neutral, or Chaotic. The vast majority of imported characters will be Neutral (meaning they are polytheists and not dicks). Chaotic characters will only be those who actively worship the various Demons that exist in the Nightwick Campaign. Lawful characters must worship the God of Law, and it is suggested that in previous games the character worshiped a Lawful or Lawful Good deity such as Heironeous or St. Cuthbert.
- Character Languages: Languages operate as they do in LotFP:WFRP. Treat the character as if they have never encountered a language other than Common or their racial language before.
- Age: Character age as though the character is brand new in the Nightwick Campaign as per the AEC. However, if the character suffered any aging affects in previous games, these still apply.
- Multi-Classing: For simplicity's sake, multi-classed characters entering the Nightwick Campaign must pick which class they really are.
- Equipment: The character begins with any equipment they had in the previous adventure (or its closest AEC equivalent). However, they lose all of their gold coins upon entering the Nightwick Campaign (Dark Country taxes are rough). The character may begin with 3d8 gp in order to buy some equipment they think they may need for the adventure, but that option is for sissies.
- Spells: Spells function as they do in the AEC. Incoming Magic-Users begin play with a number of spells in their spellbook equal to the number of spells they can cast per day unless they are level 1. If they are level 1 they begin with two first level spells and one second level spell. In addition they also begin play with Read Magic. They cannot cast anymore than they could under standard LL rules. These spells are rolled for randomly by the judge (if he has enough time) or the player (if he doesn't). Changelings use the illusionist spell list.
That should just about cover it. It'd be unlikely that these rules would be used at the actual table, since my group meets at one of my players' homes; however, they would definitely be in effect if I ever offered to run Nightwick Abbey for Constantcon.
It is possible that I might make an online version of the Abbey use a different rules set (either straight up OD&D + Houserules or S&W) in which case I'll post a different set of conversion rules.
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Thursday, December 16, 2010
Ritual Magic
Let me preface this post by saying I have no problem with Vancian magic. While I've had players who didn't care for it (read: hated it), I've never seen where all the bile comes from. I rather like the idea of spells as a resource and I typically try to play Magic Users when I play D&D so I've obviously never had a problem with it.
That being said, sometimes I want a little more out of magic. I want foul acts performed in the dark of the Moon. I want dust created from the powdered bones of nine mummies from the steaming Jungles of Mu. I want alchemical tar that when rubbed on the eyes of a corpse causes the deceased to return to his or her body and whisper secrets from beyond the grave. I want salt circles to hold demons so that the sorcerer can force their demonic tutors to reveal ancient sorceries. I want hooded figures chanting around a stone idol. You know, that sort of thing.
This has some precedence in D&D. Most notably in Dave Arneson's rules that would lead to D&D wizards had to use strange formulas to concoct various "spells." Or something like that. I don't have the First Fantasy Campaign to reference, but Rob Conley hints at it a bit in his discussion of that book and Dragons At Dawn contains a system supposedly based on Arneson's rules. Granted Dragons At Dawn might have gotten it wrong, but it's neat enough that I hope Daniel Hugh Boggs is correct.
While not entirely the same as ritual magic, this system does appeal to me. More recent examples, assuming the Arneson anecdote is correct, include Geoffery McKinney's infamous work Supplement V: Carcosa and Rob Conley's Supplement VI: The Majestic Wilderlands. These two have very different takes on how ritual magic should work. Conley's is largely based on 4e's ritual system. It couples Vancian magic with the ability to pay gold and take several minutes to cast any spell the Magic-User knows as a ritual. I'm not terribly keen on this, but it's a serviceable solution. I've thought about adapting it to Nightwick Abbey, but I'm unlikely to in the near future, but it is a possibility.
I think McKinney's model, despite being squicky, is a tad closer to what I want. Now, I am not going to represent the rituals in the kind of lurid detail he provides, but the idea that individual spells require rituals and can never be cast instantaneously interests me. It could be combined with an otherwise Vancian system. Perhaps summoning a monster takes time and tools, but producing a fireball doesn't. This would be in line with the Roger Corman film The Raven, which I have cited as a source of inspiration before. Another way of looking at this model could be that any spell over level 5 is a ritual of some form.
They could also be coupled with Arneson's model. In this version, a wizard would ready the powders and ichors required for whatever challenges he or she believes he will face in a dungeon or other discrete adventuring local. However, while at home he or she might take days to complete some sort of ritual to summon a familiar or create a terrible storm.
Finally, the rituals could stand on their own as they do in Carcosa. Magic is not something cheap and reliable. It is strange and difficult. Magic takes time to practice and master and invoke.
I'm going to be considering these models as I develop my two settings further. While Nightwick Abbey and the Dark Country will still rely on Vancian magic, I would like for the various sacrifices made to terrible demons to actually do something. The Underworld is still up in the air. It might use Vancian magic, or I might develop a ritual magic system for it.
Sorry to those who thought I would have rules for Ritual Magic in this post. Perhaps I will once the ideas I have get more concretely formulated in my head.
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