I recently stumbled upon some scanned copies of Lliasons Dangeruses, a vintage diplomacy zine from an online archive over at whiningkentpigs.com. There is a number of articles within written by Len Lakofka.
If you don't know, Len (although never a formal employee of TSR) was influential in the development of the game He was one of the play testers of the original game as it was being developed. Len also edited some early manuscripts.
LLIASONS DANGERUSES #59 - July 1975
CASTING A SPELL--Fantasy Rule Additions
DUNGEONS & DRAGONS uses a spell casting system based upon spell difficulty level and a # of spells that can be cast by each type of Magic User. This method tends to make Magic Users too powerful in some cases and weak in mortal combat. It is my idea that increased strength will give a spell caster more strength in and a better chance at spell success.
To outline this idea let’s look at what a Spell Caster may ‘carry’. (Note that I am using a range of 1-12 for SC strength--this can be converted To D&D ‘levels’ easily.)
Weapons;
Strength 1-5 spell casters may only carry a dagger if they are mortal. Elves may ALWAYS carry a spear, a bow & arrows, a dagger or a sword. The undead may bear a sword, a mace or a flail at any strength level.
Strength 5 or higher Spell Casters may carry any sword, but no other weapons.
As strength increases so does armor level;
Strength level 1,2,3 4,5 6,7 8,9 10 11 12
Armor rating 1 2 3 4 5 6 7
Magic items;
A humanoid Magic User may bear a wand, a staff, a ring or a talisman.
Each of these items, when carried, act as a Magic User’s ‘book’ thus if a spell is completed successfully it is ‘stored’ in the magic item. Such stored spells can be cast again at a bonus. If the magic item is lost or taken it still RETAINS the cast spell(s) at the appropriate bonus! If a spell caster has no magic item then no bonus is gained by casting a successful spell.
Spells vary in difficulty from 1 to 6.
*Wands may store spells of difficulty 1 to 3 only, but of any type.
*Rings may store any spells but only spells of a particular type, such as spells of fire, water, sensory illusion, etc.
*Staffs may store spells of command, enchantment and healing such as ‘lock’, ‘enchant’, ‘charm’, ‘paralysis’, ‘heal’, ‘sleep’, ‘levitate’, etc.
*Talismans can store spells of protection and accuracy.
Each spell caster must select an area of speciality such as Illusion, Elements (fire and air or water and earth), change properties (healing, polymorphing), command (fly, protection, charm, hold) etc. ANY spell cast in that area gains a +3 on a die roll of 20.
Any spell cast in a foreign area is done at a subtraction of 3.
If a spell is successfully completed and ‘stored’ the next time it is cast it will be at an additional +1 bonus. When the total of stored bonuses in one magic item equals 10 the spell caster increases one strength level OR if all 10 are in another area of speciality then the Spell Caster does not subtract -3 from spells in that new area.
A spell which is cast and fails removes one from the bonus for all spells in the area. A spell which is cast and fails removes one from the bonus for all spells in the area. A spell which fails by insanity or loss of control wipes out ALL bonuses from storage in the carried magic item. (only one item is ‘erased’).
For all spells the Spell Caster’s strength is added directly to the die roll on all spells in addition to any bonuses or subtractions.
The results of casting a spell are:
Insanity - roll a second 20 sided die subtracting SC strength;
19-16 SC dies 15-13 Turns against his own side. The judge will have him cast spells against his own side-(he can NOT be cured)
12-10 SC becomes catatonic (any attempt to move him will result in death (1-7) or his turning against his own side (8-20).
9-5 SC loses his bonuses and drops 3 strength levels
4 or lower The insanity is temporary. Cast 2 6 sided dice to see when he will recover. He may move with friendly troops and defend himself.
Loss of Control--this varies from spell to spell as to effect.
Failure--nothing happens
Stages of success. There are usually at least 4 stages involving spell duration, range and/or a strength level.
Thus a spell table might include these items:
Type of Title Insanity L. of C. Fail Success Range Figures Effected Effects Duration Stages
If you don't know, Len (although never a formal employee of TSR) was influential in the development of the game He was one of the play testers of the original game as it was being developed. Len also edited some early manuscripts.
Len Lakofka's OD&D
Casting a Spell - Fantasy Rule Additions
Some of the scanned pages were a little difficult to read due to the quality of the scan, however I have typed out an article written by Len from Lliasons Dangeruses #59 which was published in July 1975 for those who might be interested in an alternative system for handling OD&D Magic Users.
CASTING A SPELL--Fantasy Rule Additions
DUNGEONS & DRAGONS uses a spell casting system based upon spell difficulty level and a # of spells that can be cast by each type of Magic User. This method tends to make Magic Users too powerful in some cases and weak in mortal combat. It is my idea that increased strength will give a spell caster more strength in and a better chance at spell success.
To outline this idea let’s look at what a Spell Caster may ‘carry’. (Note that I am using a range of 1-12 for SC strength--this can be converted To D&D ‘levels’ easily.)
Weapons;
Strength 1-5 spell casters may only carry a dagger if they are mortal. Elves may ALWAYS carry a spear, a bow & arrows, a dagger or a sword. The undead may bear a sword, a mace or a flail at any strength level.
Strength 5 or higher Spell Casters may carry any sword, but no other weapons.
As strength increases so does armor level;
Strength level 1,2,3 4,5 6,7 8,9 10 11 12
Armor rating 1 2 3 4 5 6 7
Magic items;
A humanoid Magic User may bear a wand, a staff, a ring or a talisman.
Each of these items, when carried, act as a Magic User’s ‘book’ thus if a spell is completed successfully it is ‘stored’ in the magic item. Such stored spells can be cast again at a bonus. If the magic item is lost or taken it still RETAINS the cast spell(s) at the appropriate bonus! If a spell caster has no magic item then no bonus is gained by casting a successful spell.
Spells vary in difficulty from 1 to 6.
*Wands may store spells of difficulty 1 to 3 only, but of any type.
*Rings may store any spells but only spells of a particular type, such as spells of fire, water, sensory illusion, etc.
*Staffs may store spells of command, enchantment and healing such as ‘lock’, ‘enchant’, ‘charm’, ‘paralysis’, ‘heal’, ‘sleep’, ‘levitate’, etc.
*Talismans can store spells of protection and accuracy.
Each spell caster must select an area of speciality such as Illusion, Elements (fire and air or water and earth), change properties (healing, polymorphing), command (fly, protection, charm, hold) etc. ANY spell cast in that area gains a +3 on a die roll of 20.
Any spell cast in a foreign area is done at a subtraction of 3.
If a spell is successfully completed and ‘stored’ the next time it is cast it will be at an additional +1 bonus. When the total of stored bonuses in one magic item equals 10 the spell caster increases one strength level OR if all 10 are in another area of speciality then the Spell Caster does not subtract -3 from spells in that new area.
A spell which is cast and fails removes one from the bonus for all spells in the area. A spell which is cast and fails removes one from the bonus for all spells in the area. A spell which fails by insanity or loss of control wipes out ALL bonuses from storage in the carried magic item. (only one item is ‘erased’).
For all spells the Spell Caster’s strength is added directly to the die roll on all spells in addition to any bonuses or subtractions.
The results of casting a spell are:
Insanity - roll a second 20 sided die subtracting SC strength;
19-16 SC dies 15-13 Turns against his own side. The judge will have him cast spells against his own side-(he can NOT be cured)
12-10 SC becomes catatonic (any attempt to move him will result in death (1-7) or his turning against his own side (8-20).
9-5 SC loses his bonuses and drops 3 strength levels
4 or lower The insanity is temporary. Cast 2 6 sided dice to see when he will recover. He may move with friendly troops and defend himself.
Loss of Control--this varies from spell to spell as to effect.
Failure--nothing happens
Stages of success. There are usually at least 4 stages involving spell duration, range and/or a strength level.
Thus a spell table might include these items:
Type of Title Insanity L. of C. Fail Success Range Figures Effected Effects Duration Stages
In the coming weeks I would like to post more of Len's articles.
The original post can be found here.
The original post can be found here.
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