A New Spell System for Advanced Dungeons and Dragons First Edition

A New Spell System for Advanced Dungeons and Dragons First Edition

Derek Holland is the author of Mutant Future and Labyrinth Lord material in multiple Skirmisher Publishing LLC publications and co-author of its Wisdom from the Wastelands game supplement.

For years I have been trying to design a new spell system for first edition AD&D, one that allows more creativity but not allowing spell casters to completely dominate the game. I recently got an idea, one that no doubt needs refinement, but the core is sound. Right now I am waffling between two ideas- concrete spells or free form.

First, the caster classes are eliminated. Rangers and paladins follow the system. A new class, the adept, replaces the cleric, druid, illusionist and magic-user. They have a d8 hit die*, can use metal armor and have a limited selection of weapons (more than magic-users, but not by much). They have the magic-user experience chart as well as their saves and combat ability.

The magic system itself is simple- adepts can cast any spell they know as often as they want**. There are four levels of power for magic- minor (levels 1-3), average (4-6), major (7-9) and epic (setting limits apply). In the place of slots or spell points, there is the botch. When a non-epic spell is cast, the DM or player rolls 2 dice- d12, d8 or d4- and if the results are the same, the spell fails and something bad happens. What and how bad depends on the attempted spell and its power level. This could be anything from having one's hair catch fire to one's armor turning into a hostile stegocentipede. If the botch is a pair of 1s, then the botch effect happens to everyone within 10 feet per spell level, no save. Magic is dangerous and those who want to play with it can be easily burned or worse.

Now the question I have before me is to go with concrete spells, thus using the extensive spell lists in the first three editions, plus my own creations, or to go free form and use a magic language system that is in Ars Magica or Distant Horizon's Eclipse. In the latter case, the adept knows two words to start with and then learns one more for each level earned.

In any case, this system is easy to use as is or to expand with charts for each school of magic or spell theme.

* Or possibly even a d12 considering how dangerous this magic can be.

** I may change this to as long as they have a scroll or book to cast from. 

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Selkies

Selkies