Making the Most of Magic

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Presto the WizardThrowing great balls of fire, summoning strange creatures to your aid or invoking the wrath of your deity to smite your foes, nothing screams “Fantasy!” like magic. In fact, the addition of magic into any other genre (with the possible exception of horror – we’ll have a look at that in another post) pretty much transforms the game into a fantasy setting. Yet it is all too easy to forget to put the “magic” in magic, if you get what I mean.

Consider the following. Your character, walking home one night, is confronted by a thug. He points a crossbow at you and demands that you hand over everything of value. “Haha!” you say, “I shall do no such thing. For I have a Magic Missile up my sleeve!… er, that is, memorised. I cast magic missile.” Perhaps a card is produced, dice are rolled, and the encounter ensues as normal. But where’s the essence of the esoteric? Where’s the sense of the Weird? It has disappeared behind the useful and descriptive name, the simple functionalism of the mechanics and the oversaturation of magic in the setting. Overuse makes the arcane mundane. And in this, it loses much of its charm.

The counter-argument might be made that a high fantasy setting requires magic to be run-of-the-mill, ordinary. Yet I don’t think this is necessarily the case. As with the horror genre, the target of the emotive experience created at the gaming table should primarily be the players. And what is the point of playing a high fantasy game if you are not viscerally aware of its mood, its feel – its magic?

With the problem in mind, let’s look at some of the reasons why magic often loses its esoteric aura in fantasy games, and how one might rekindle the occulted flame.Naming

Spells.

In most fantasy games the spells available to the magician are usefully and descriptively labelled – most of the time with nice, clipped, short titles. “Magic Missile.” “Charm Person.” “Summon Hamster.” All very functional, very handy. There’s something to be said for having short, easy to remember names for your powers – your fellow players will all know exactly what you’re doing when you call out what action you’re taking, they’ve all read the rules in the rulebook and are aware of the extent and limitation of what you’re trying to achieve. The GM knows the rules instantly, or can look them up if they’re complicated or otherwise obscure. But for this ease of use you sacrifice flavour. If you’ve ever read any magical text from history – either medieval, renaissance or ancient – you’ll be aware that these magicians NEVER gave an easy description of their procedures, let alone named their workings with a nice easy to understand phrase.

Greek magical papyri

Greek magical papyrus. +2 vs. Rods/Staves/Wands...

I have run quite a few magic users in my time, and I have found that one of the most successful ways of adding flavour to your character is to play around with the names of spells. And no, adding “Gnoofla’s…” or “…of Lipitz” doesn’t add anything to the mystique. My favourite character of all time (so far) was a D&D 3rd edition mage by the name of Ichabod, who had a moth-eaten old cat by the name of Ezekiel as a familiar. I took pains to flesh out his spellbook in some detail. Thinking about the way the ancient magicians used to write, I characterised Ichabod’s spellbook(s) as philosophical musings, each chapter describing how individual bits of the world were threaded together in an esoteric manner, and how these threads might be reworked by the initiated. The outcome of this paradigm suggested names for my spells – they were the headings of the different chapters in my books. I wrote them in an old-worldly kind of way, and the subsequent flavour added to the campaign was significant.

So, to take our previous example: Ichabod is walking home one dark night and is confronted by a thug who demands his valuables. I pronounce “I employ the workings contained in Chapter 3 of my spellbook, ‘In which the Creation and Impulsion of Matter is discussed, and containing a Method by which a Useful Projectile may be fashioned’ (Magic Missile).” Yes, it takes longer – but it’s so much more fun, and really lends an air of esoteric speculation to your wizard.

Over-saturation.

This is the state of having magic up the wazoo. Campaigns in which magic is prevalent frequently overdo it – you have a magic candlestick, which lights the way when you wake up on your magical bed to use the magical gazunder +2 of smell slaying. Or maybe, when you feel the need, you don’t even bother getting up – you just do a little cantrip. Magic is everywhere, magic is normal – and so magic is boring. Magic should not be boring. Even if you’re playing in a setting where magic is a daily experienced fact, don’t get to the stage where magic becomes ordinary! If you reach this stage, magic is no longer magical. Even in high-magic campaigns I would council to make magic a rare thing – possessed by the few, not to be undertaken lightly or on a whim.

Introduce an element of rarity. Restricting magic-workers to a minority has to be worked into the setting, so if you’re playing a published setting, this option might not be available to you. But if possible, don’t have the world populated by thousands of wizards. That just makes it a whole lot less special when your character pulls out his spell book.

The issue is not just about the number of wizards – it’s also about how those wizards act in the world. Some magical characters only solve problems by casting spells at them. You should be able to see this problem developing while at the table. Confront the players with a problem. Now pay close attention to the spell casting players – if their first reaction is to look through their spell sheet for a quick solution, you have an over-saturation problem. The solution: Make spell casting cost something. This doesn’t have to be in the form of money. If, for example, there is a material component to the spell – then have the player account for his supply of components. Have the player negotiate with a supplier – make the supplier an interesting and difficult character, perhaps none too trustworthy or scrupulous. Have someone come looking for that skull you just bought from him. Or make them forage for their components. Now, I’ve never really played with spell components much – our group has largely just assumed you had the necessary materials, unless they were particularly expensive or unusual. Having to count out how many owl feathers you have in your possession and how many doses of bat guano you’re keeping about your person might make for an annoying game. So I am currently experimenting with a different idea.

Back when I was young I watched an old black-and-white movie about Sinbad the Sailor. The evil vizier, who just happened to be a magician, played the principal antagonist. And what they did with this fellow was quite interesting and emotive – every time he worked magic he aged a few years. His hair turned white and fell out; wrinkles appeared on his face and he slowly wizened and aged. This idea might be applied to your own game: at character creation the aspiring wizard must choose whether his spells will age him, mutate him or slowly send him insane. Now watch while your wizard player looks for ways to avoid using the precious, powerful magic! I can just see some of you out there tut-tutting. “He wants to gut my character class of its power! This totally ruins the balance of the game!” Well, fair enough. So apply this idea judiciously. What you lose in power, however, you’ll get back in flavour. Or perhaps you’ll allow your Mage to undo some of this magical degradation through the appropriate unspeakable rituals…

Monty Haul.

Don’t forget the magic items when deciding on the level of magic in the game. If you have a +2 shirt and a +3 pocket watch, or a belt of muffin top +1 you really haven’t added any mystique to the game. I realise there are some balancing issues in restricting the amount of magical items you dole out to your players, but I would urge you to combat that issue by other methods than by handing out nondescript and non-interesting magical items. I think a game is made much more interesting when you give your magic items a back story. This also provides adventure hooks and creates a much deeper and more interesting world.

Description!

How many times have you seen a player announce “I cast Magic Missile. 4 damage.” Without so much as a sound effect (“Dakka-dakka-dakka!” – thanks, Balazar!) nor any description whatsoever. You’re doing it wrong! Describe! Maybe not in all its visceral detail, but at least mention lights, sounds, colours – Make it visceral!

Once again there is an elephant in the room which requires discussion. And that is Call of Cthulhu, my favourite RPG of all time. On reflection, much of the advice I’ve provided in this article seems to argue that you treat your high fantasy magic like the magic described in Call of Cthulhu… Am I showing my biases? Well, yes. But that’s only because Call of Cthulhu gets it so right! The tone of esoteric intrigue, of slow degradation and insanity attached to magic is all extremely atmospheric, and ensures that magic is not taken for granted or “normalised.” It is special.

And isn’t that what you want in a fantasy game?

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About Cuchulain

Cuchulain (otherwise known as Paul) has been playing roleplaying games since he was 10 years old. Although he'll play any game under the sun, he prefers characterisation and plot over tactics and mechanics. He is never happier than when playing in or mastering a horror campaign - preferably with heavy Cthulhu Mythos overtones or theme.
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  • Lisette

    Another idea which doesn’t do permanent damage is that using magic tires a person out. The Wheel of Time novels by Robert Jordan use this theory. If the magic used is big enough it can knock the caster unconcious and they have to wait until they awake before doing anything further. If you assign spells of different levels different fatigue ratings (potentially decreasing as the character improves?) then you have a caster who will start trying to get more inventive with lower level spells as they only make them dizzy for a minute, rather than pulling out the big guns that will mean they have to sit down for half an hour. (These times are just examples, it would depend on the campaign you’re running). This kind of strategy has the caster thinking twice before casting, but doesn’t do permanent damage like going insane or aging does.

  • Lisette

    Another idea which doesn’t do permanent damage is that using magic tires a person out. The Wheel of Time novels by Robert Jordan use this theory. If the magic used is big enough it can knock the caster unconcious and they have to wait until they awake before doing anything further. If you assign spells of different levels different fatigue ratings (potentially decreasing as the character improves?) then you have a caster who will start trying to get more inventive with lower level spells as they only make them dizzy for a minute, rather than pulling out the big guns that will mean they have to sit down for half an hour. (These times are just examples, it would depend on the campaign you’re running). This kind of strategy has the caster thinking twice before casting, but doesn’t do permanent damage like going insane or aging does.

  • Zephyulos

    To build on Lisette’s idea, why not just daze a character based on the spell level used? Perhaps a 1st level spell can caused 1d4 rounds of dazing, while a 9th level spell causes 6d6 rounds of dazing, and a 10% chance for energy drain. Alternatively, just do it linearly, (i.e. 1st level dazes for 1 round, while 9th level dazes for 9 rounds) which makes it easier for the DM.

    On top of that, since Wizards are considered to be more powerful than Sorcerers in 3.5e, why not make Sorcerers able to resist this effect? They are naturally magic-inclined anyway (along with Bard). Or we can simply apply the taboos that Wu Jens have to endure on all the spellcasting classes.

  • Zephyulos

    To build on Lisette’s idea, why not just daze a character based on the spell level used? Perhaps a 1st level spell can caused 1d4 rounds of dazing, while a 9th level spell causes 6d6 rounds of dazing, and a 10% chance for energy drain. Alternatively, just do it linearly, (i.e. 1st level dazes for 1 round, while 9th level dazes for 9 rounds) which makes it easier for the DM.

    On top of that, since Wizards are considered to be more powerful than Sorcerers in 3.5e, why not make Sorcerers able to resist this effect? They are naturally magic-inclined anyway (along with Bard). Or we can simply apply the taboos that Wu Jens have to endure on all the spellcasting classes.

  • http://diceofdoom.com/blog/author/cuchulain/ Cuchulain

    Excellent suggestions, and they bear experimentation. My preference is still for a permanent effect, however. I guess that’s just because I like the horrific feel of it – the use of magic needs a sacrifice of some description, be it sanity, health or life. It would make you think twice about reaching for a magical solution. If played delicately, the sacrifice would be just enough to keep magic a viable option, but only if it was really preferential to a more mundane solution. I guess my favoured option would be to beef up the mundane combat abilities of wizards to account for this decreased magical potential. In fact, I put this into place for Ichabod – one of his starting feats was Rapier. And I frequently threw him into front line combat. It made for a wonderful character to play.

  • http://diceofdoom.com/blog/author/cuchulain/ Cuchulain

    Excellent suggestions, and they bear experimentation. My preference is still for a permanent effect, however. I guess that’s just because I like the horrific feel of it – the use of magic needs a sacrifice of some description, be it sanity, health or life. It would make you think twice about reaching for a magical solution. If played delicately, the sacrifice would be just enough to keep magic a viable option, but only if it was really preferential to a more mundane solution. I guess my favoured option would be to beef up the mundane combat abilities of wizards to account for this decreased magical potential. In fact, I put this into place for Ichabod – one of his starting feats was Rapier. And I frequently threw him into front line combat. It made for a wonderful character to play.

  • http://www.myersonphoto.com/ Ethan

    I love the ideas for introducing rarity into magic. How about a system where spellcasters take nonlethal damage from casting… say 1hp per spell level cast? That would likely make a spell caster think twice. For a dark campaign, that damage could be caused by every spell having a somatic component of the wizard bleeding himself in order to cast.

    Even without that, I think the idea of just adding more descriptive flavor to spell descriptions and names has a lot of value. Some possible magic missile variants (Despite the descriptions, none has any special effects beyond the standard Magic Missile):

    - “Arcane Scream”: The wizard lets loose a vicious, otherworldly shriek that pierces one target’s mind.
    - “Ocular Fire”: A blast of green flame erupts from the wizard’s eyes, striking the target.
    - “Mists of Pain”: An eerie black smoke envelops the target, dealing d4+1 damage.

  • http://www.myersonphoto.com/ Ethan

    I love the ideas for introducing rarity into magic. How about a system where spellcasters take nonlethal damage from casting… say 1hp per spell level cast? That would likely make a spell caster think twice. For a dark campaign, that damage could be caused by every spell having a somatic component of the wizard bleeding himself in order to cast.

    Even without that, I think the idea of just adding more descriptive flavor to spell descriptions and names has a lot of value. Some possible magic missile variants (Despite the descriptions, none has any special effects beyond the standard Magic Missile):

    - “Arcane Scream”: The wizard lets loose a vicious, otherworldly shriek that pierces one target’s mind.
    - “Ocular Fire”: A blast of green flame erupts from the wizard’s eyes, striking the target.
    - “Mists of Pain”: An eerie black smoke envelops the target, dealing d4+1 damage.

  • http://diceofdoom.com/blog/author/cuchulain/ Cuchulain

    Ooh, I like the idea of damage – mainly because it could work in many sinister ways. The sacrifice of blood is one, as you’ve suggested. Another alternative – magical effects are created by the summoning of little demons. There’s a short time where they’re summoned but not controlled, during which they express their annoyance, frustration and rage by biting, scratching, tearing the caster. Eventually the force of his will impels them into action.

  • http://diceofdoom.com/blog/author/cuchulain/ Cuchulain

    Ooh, I like the idea of damage – mainly because it could work in many sinister ways. The sacrifice of blood is one, as you’ve suggested. Another alternative – magical effects are created by the summoning of little demons. There’s a short time where they’re summoned but not controlled, during which they express their annoyance, frustration and rage by biting, scratching, tearing the caster. Eventually the force of his will impels them into action.

  • Odin

    I know this an older post, but I’ve only recently discovered your site and thought I would contribute my two cents. I’m running a AD&D 2nd Edition game that will end with the players being responsible for aiding Cyric cause the Spellplague in 4th Edition, allowing me to make an easy conversion from one set of rules to the other. I wanted them to keep the magic in AD&D, and not lose the feel that magic has in that edition, as opposed to the 4th edition rules, where magic is rampant and a mage will have almost the same spellbook as any other mage. I was looking for ways to make magic “special” when I came across your post. What about having the characters age based on rituals? Casting a 4th level ritual would make them age 4 years, casting a 30th level ritual would have them age 30 years. The more powerful the ritual, the higher the cost. Perhaps throw in rumors of an age-reversing ritual whose components are hard to acquire. That way, magic still has a cost, but not so bad that the players feel they can’t even cast a magic missile without giving something up.

    • http://www.diceofdoom.com/blog/author/rupertg RupertG

      Ageing your players when they use rituals will certainly make them think twice about using them, adding much to the ‘specialness’ of magic. With every class have access to rituals this will also limit any prolific use by the party I’d imagine. The addition of a rumoured age reversing ritual is an excellent carrot to hang in front of the players as well.

      Ageing the party by the arbitrary number of years may become predictable in the end – I’d recommend adding an element of chance to it, say 1d6 years for levels 1-5, 2d6 for levels 6-10, etc. This will create an air of taking a gamble with each ritual that will add tension to the result.

      Let us know what you choose to do and how it goes!

    • Lizenz

      I also had an idea similar to this, will post house rules later.

  • Anonymous

    Yes, I think making harder and more powerful magic cost proportionally more makes sense. I must admit that we haven’t playtested many of the ideas in the article. Let us know how it works out, and how your players react to it. Good luck!

  • Anonymous

    I thought it might be interesting to have a “save” to avoid the effects. Higher level spells would be more difficult to save against, and have worse effects.