Well, the "maybe" I postulated
a few weeks back has become a "definitely". In fact, an almost-finished-draft "definitely".
My main goals with this revised edition are firstly to reformat the book as A5 (my preferred format nowadays) and secondly to improve the thematic consistency and usability of the content. One thing in particular that I wanted to improve over the original edition of Theorems & Thaumaturgy were the guidelines for integrating all the new spells and classes into campaigns. To that end, I've written several pages of ideas and optional rules which will, hopefully, really help clarify the different approaches which are possible and their pros and cons.
Here's the complete text of that section, as it stands. If anyone has any feedback, please feel free to comment! (The formatting below is a bit odd... The cut & paste from the document apparently didn't work that well.)
Using This Book
You Now Have in Your Possession Over 200 New
Spells
This is a book, primarily, full of spells. Hopefully, after having a browse, you'll feel inspired to start using all this new material in your campaign, but how to go about this? That depends primarily on whether you're starting a new campaign or already running one. Below are some guidelines for each of those situations.
If you want to integrate this material in an existing campaign, the two most obvious approaches are:
Introduce one or more of the new classes
(elementalist, necromancer, vivimancer) as members of a school of
wizardry from a region which the players haven't explored. These
wizards may be directly encountered by the player characters (as
friendly, neutral, or antagonistic NPCs) or may be spoken of in
rumours or adventure hooks. Once the new classes are known to exist
in the setting, they become available as an option for any future
player characters that are created.
An alternative way to use this book is simply
as a resource for new spells. If you want to follow this approach,
simply ignore the classes and their spell lists and make all of the
new spells available for use by standard magic-users (or druids,
clerics, illusionists – as you wish). New spells can easily be
introduced by putting scrolls or spell books in the hands of player
characters: as gifts from mentors, as rewards for missions
accomplished, or discovered in the treasure hoards of defeated
enemies.
For Labyrinth Lords who are starting a new
campaign, two further options are available:
The new classes in this book may simply be
added to the roster of choices available to players when creating
their characters at the start of the campaign.
When preparing for a campaign, it is also
worth considering that an excellent way of imparting a specific and
novel flavour to the milieu is to alter or restrict the classes of
adventurer which exist (and thus the classes from which the players
may choose when creating their characters). A very interesting
potential, then, is to imagine a world where standard spell-casting
classes do not exist, being replaced by one or more of the classes
from this book. A world where vivimancers are the only type of
arcane practitioner, for example, takes on a very different tone and
has very different possibilities than a world dominated by the
standard fireball-slinging
mage. Or, perhaps, the
wizards of a certain kingdom may
all be known to be
necromancers, while the neighbouring land only allows the practice
of imperially sanctioned elemental magic.
This
kind of approach can really
breathe new life into the game.
The Elementalist, Necromancer, and Vivimancer
Classes
Each of these three new classes is presented in
its own section. However, no mechanical details (e.g. saving throw or
to-hit charts, prime requisites, lists of allowed armaments, etc.)
are specified. It is assumed that these classes perform and advance
in exactly the same manner as the standard magic-user class, with the
one (albeit major) difference being the replaced spell list.
A Note on Spell References
In the spell lists for the new classes, the
symbols (C), (D), (I), and (MU) are used to denote spells drawn from
the standard cleric, druid, illusionist, and magic-user lists,
respectively.
Specialist Wizards in the Campaign
The basic Labyrinth Lord rules describe a
single type of arcane magic, usable by magic-users and elves. The
Advanced Edition Companion and other books, such as this, add
further, more specialised wizardly classes: illusionists,
elementalists, necromancers, etc. In campaigns with multiple
different types of arcane spell-caster (i.e. wizards), it pays to
give some thought to how they inter-relate, both in terms of their
place in the society of the imagined world and in terms of how the
classes interact with each other on a mechanical level. This section
discusses some issues around the latter point; the society of your
campaign world is in your hands alone!
Casting Spells From Other Spell Lists
It is important that the Labyrinth Lord consider
to what degree characters of the different wizardly classes are able
to use spells from the other spell lists. Traditionally, in Advanced
era games, the two types of arcane spell-caster – illusionists and
magic-users – practised entirely different kinds of magic and,
apart from a few areas of overlap, were unable to cast spells from
each other's list.
Characters of each of the classes presented in
this book are designed to be competent adventurers in their own
right, with a different balance of strengths and weaknesses when
compared to classical magic-users. They are able to stand on their
own and do not require access the standard magic-user spell list.
Some Labyrinth Lords may, however, prefer there to be less strict
boundaries between the different types of wizard, with some
possibility of casting spells from each other's spell lists. If this
is allowed, it will clearly increase the power of each class to a
significant degree, as they will gain access to a broader selection
of spells and types of magic. Some possible approaches in this
direction, listed in ascending order of permissiveness, are described
below. Whatever is decided, this should always be a two-way decision
– standard magic-users must be treated in the same manner as all
other types of wizard.
Fallible scroll-use: All types of wizard
may cast scrolls of spells from other spells lists (for example, a
magic-user may cast an illusionist scroll). They are unable to learn
these “foreign” spells but have sufficient arcane knowledge to be
able to activate magic encoded on scrolls. When casting such
“off-list” spells from scrolls, there is a 10% chance of failure
per level of the spell being cast. Failure indicates that the scroll
is wasted or (if the Labyrinth Lord wishes) causes some kind of
backfire. In this way, low-level spells may be cast fairly reliably
but high-level spells will remain the sole province of the
appropriate specialist.
Reliable scroll-use: Off-list
scrolls may be cast without risk of failure. This allows the
boundaries between the different types of specialist wizard to be
blurred slightly, but only in the (presumably somewhat special)
situation when magical scrolls are acquired as treasure.
Limited learning: In addition to allowing
foreign spells to be cast from scrolls (either with or without a risk
of failure), another possibility is to allow wizards to also learn
a smattering of them – one per level of spells which can be cast.
(For example, a 7th level wizard may cast spells of up to
4th level. Using these rules, she could thus learn four
spells from specialist areas not covered by her standard spell list.)
This system allows wizards to diversify their spell repertoire and
have a few tricks up their sleeve, while maintaining the clear
separation between the different types of specialist.
Reduced chance to learn: This is an option
for games where the advanced “chance to learn spell” rules are
used. Wizards may cast foreign spells from scrolls (as above, with or
without a risk of failure) and may also attempt to learn an unlimited
number of off-list spells, but with a reduced chance of success. A
penalty (-25%, for example) is applied to the chance to learn foreign
spells. The Labyrinth Lord may also stipulate the additional
requirement of a period of research (one week per spell level,
perhaps at a cost of 250gp per week). Under this system, it is likely
that wizards will end up having a significant number of off-list
spells in their spell books, as their careers progress. This is the
most flexible system before the boundaries between different wizardly
classes are collapsed completely.
Placing Spells in Treasure Hoards
It is assumed that all classes of wizard acquire
new spells in the same means as the standard magic-user: by finding
spell books or scrolls in treasure hoards. Ideally, then, the number
of spells discovered which can be cast by each type of wizard should
be (roughly) balanced. When it is determined that a treasure hoard
contains scrolls of magic-user spells, it is desirable that spells
usable by specialist wizards also be (at least some of the time)
present.
One way of handling this is to multiply the number
of spells present in the hoard (as indicated by the treasure tables)
by the total number of wizardly classes in the campaign, then to give
each spell an equal (random) chance of being taken from the list of
each class. For example, in a campaign with magic-users,
elementalists, and illusionists, the number of spells found in a
hoard would be multiplied by three and each spell would have a 1 in 3
chance of being taken from the standard magic-user list, a 1 in 3
chance of coming from the illusionist list, and a 1 in 3 chance of
being from the elementalist list. The Labyrinth Lord ensures, in this
way, that the balance of spells available to characters of different
spell-using classes remains fair and consistent.
Note that, as some spells are shared between the
different classes, these guidelines will, in fact, slightly increase
the number of spells available. It is also worth bearing in mind
that, even if an adventuring party discover scrolls of spells that
they cannot cast themselves, such scrolls still have value and may be
sold to or bartered with NPCs who can put them to use.
Spell
Acquisition
This section contains optional guidelines for
Labyrinth Lords on the subject of how wizardly characters may gain
access to and learn new spells.
For games in the vein of the traditional Basic
rules, the following guidelines may be used:
Wizards begin the game knowing read magic,
one randomly selected spell from the appropriate class spell list,
and one spell of the player's choice.
The number of spells a wizard can know (i.e.
record in his spell book) is limited to no more than double the
number that he can memorize. For example, a 5th level magic-user can
memorize two 1st level, two 2nd level, and one 3rd level spell. Such
a character could have at most four 1st level, four 2nd level, and
two 3rd level spells in his spell book.
Upon gaining an experience level, if the
wizard does not already have spells available to learn (e.g. from
scrolls or captured spell books), he automatically acquires
knowledge of one new spell, selected randomly from a level of the
player's choosing.
Design Note: In the original Basic rules,
magic-users and elves were limited to knowing one single spell at 1st
level – not even read magic was “free”! – and could
never record more spells in their spell books than the number they
could memorize each day. Personally, while I find this system
charming in its simplicity, I feel it is too restrictive and use the
system described above in my own games. Other groups may, however,
prefer to stick with the original rules.
Advanced era games are more generous with the
number of spells known and may use the following guidelines:
Wizards begin the game knowing read magic,
two randomly selected spells from the appropriate class spell list,
and two spells of the player's choice.
The number of spells a wizard can know (i.e.
record in his spell book) is limited by the character's INT (see the
AEC).
Upon gaining an experience level, if the
wizard does not already have spells available to learn (e.g. from
scrolls or captured spell books), he automatically acquires
knowledge of one new spell, selected randomly from a level of the
player's choosing. This spell must be learnt according to the normal
rules for spell learning, again dependent on the character's INT.