Magic Tweaking for B/X Races E-mail
Adventures
Written by Lee Barber   
Friday, 21 August 2009 13:48

After reading through all the loving missives about the Boxed Editions over at Black Dougal, I started thinking about how that rule framework could be embellished for flavor. I am already one of those DMs that allowed Basic to be broadened by spell, item, and monster lists from AD&D volumes. I even figured out a way one of my players could transform into a Bard at Expert level. Anyway, my current idea is to alter the use of magic, creating a different approach for the races of Man, Elf, and Dvergar (yes, even the Dwarves have a few tricks, they are just as mythical as the pointy-ears). Personally, this notion seems a lot more fun than splitting magic into class or school subsets.

 

The balance is struck thus: Humans Wizards = poor combat skill, more frequent spells with unique effects (like Tensers Floating Disc),  Elves = respectable combat skill, less frequent spells centered on Faerie peculiarity, Dvergar = good combat skill, infrequent use of utility Runes. So, while the Wizard is studying hard to amass various incantations, the demi-humans have long settled into a limited selection of spells intrinsic to their way of life.

The Dvergar, being wardens of the depths, have developed a short list of dweomers that help them rule the halls of stone (and squelch monsters). Only one rune is learned every other level, not counting ones discovered in ancient dungeons. A character cannot become a Dwarven Lord unless he has mastered at least five Runes.

The "basic" list of choices: 

Rune of Detect Magic

Rune of Fire (functions as either Faerie Fire or Burning Hands)

Rune of Portal Command (functions as either Hold Portal or Knock)

Rune of Detect Mineral

Rune of Magic Weapon (per spell of the same name)

The other rare Runes would be like a version of a higher level spell...something that would be considered a treasure reward.

The Elves, being supernatural forest folk, have a customized list of spells that require characters to harvest components from their enchanted Faerie Rings and other sacred sites. So, an Elf travels about with a bag of magic mushrooms, or perhaps a woven bracelet of treant root. Casting ability is downgraded from the human wizards, perceived by the fey as irresponsible magic users greedy for power.

An example list for Elves selecting a first level spell:

Detect Magic, Detect Poison, Comprehend Language, Dancing Lights,

Light, Jump, Sleep, Obscuring Mist, Spook (or Remove Fear),

Speak with Animal, Hide from Animal, Mending

Human Wizards give up the metal armor and weapons in trade for more casting, and bonuses from Intelligence. I would probably also give them a few benefits from a servile Familiar. Human Fighters might seem inferior to the Dvergar, but their class would receive a few combat tweaks to make it equally attractive. I am also considering dissolving the Thief class and making those abilities available to non-lawful humans as a d12 mechanic. Lastly, I have a no Halfling rule, so zero concerns there.