Last month’s entry was pretty much just a dry list of spells. Boring, right? Well, this month I am going to begin shamelessly raiding [Aeons and Auguries] for little changes that will give the system a little more setting specific flavor.
One of the advantages of a task like this is the ability to re-imagine some of the flavor of the system; the challenge is not altering mechanics when doing so. But, with that in mind, I sort of want a system that combines the “divine” aid of Clerics with the study Magic-users. The two pages I’m working from here are X7, X11, and X51.
The mechanics of spell research remain unchanged. I’ll be doing something different for magic-item creation, but that’s for a later post. So!
Researching New Spells: 1000 gp and 2 weeks per spell level. So, a new sixth level spell is going to cost 6000 gp and take 3 months(!) to research. The flavor is less musty old tomes and more vision quests (see below).
Re-Memorizing Spells: You’ll still only need a good night’s sleep and an hour to “prepare.” I’m going to change this from “prayer” or “study” to “meditation.”
There are no spell books. Spells of levels 1 through 3 are attained via vision questing and interactions with lesser spirits. These lesser spirits are negotiated with (RP opportunity!), but at this early level the Magic-user has the upper hand. Lesser Spirits want a vessel of some kind to contain them that they might experience the mortal plane for even a brief instant. The Magic-user must craft a suitable talisman to act as bridge of sorts. When preparing or memorizing a spell the spirit first crosses from their world via the talisman into the Magic-user. Then they are passengers until released back through the talisman into the world, but they can only exist here for a very brief time.
Spells are spirits. That Fireball? That’s a lesser fire spirit akin to the Elementals. Detect Magic? A spirit of curiosity or perhaps the ghost of a long dead ancestor. The Reversible spells are actually two spells and thus must be learned or researched separately.
“Getting New Spells,” remains mechanically unchanged.
“Replacing Lost Spell books,” isn’t as easy as it sounds. There is no spell book. The costs and times remain unchanged, but what they equate to is different. The thing about the spirits that allow Magic-users to do what they do is that they are fickle. It isn’t the lost talisman that is expensive to replace, it is the various incenses, candles, unguents, and reagents that are required to attract a new spirit. Their attitude is that you were careless with one of their kin, why should you be trusted? On, the up side, it is far more likely that one will lose spell talismans one at a time, rather than all at once.
Now, name level! At ninth level a Magic-user may found a Temple. The text of the Cleric (X7) applies here, as many spirits aid them to gain better access to the Mortal Plane. In addition to the loyal troops they also attract the 1d6 apprentices of the by the book Magic-user. Don’t get to excited, more followers means more drama. Them’s the breaks.
But, as you may of guessed back when I said, Spells of levels 1 through 3 are attained via vision questing and interactions with lesser spirits,” I’m still not content. “What about spells of levels 5 through 6?” I’m glad you asked, and Aeons and Augauries has our answer! Change the levels being referenced and substitute the word “Magic-user” for “Cleric” through out and you’ve got it. Spells of levels 4 through 6 have agendas and duties of their own where they are from. They are also beholden to powers beyond the ken of the Mortal Plane and can’t just come and go on the whims of some insignificant mortal. To paraphrase Dan Halen, “You think this is the only impossible thing I have to do today?!”
As an additional limiting factor the DM may require spells of levels 4 through 6 to have less mundane talismans. The Fireball may be happy with that shiny red bauble, but Raise Dead and Invisible Stalker will not be impressed. I leave this to your own discretion.
I also like the Counter Spell rules here. However, keep in mind that some spells have long memories and that Magic Missile you counter today may have a friend in the Magic Jar business. One never knows who you are stepping on the toes of.
I’ll modify the table slightly:
3 or less Counter Stunned (and Counter Spelling Fails): fickle spirits; your own spells are offended!
4 to 12 Spell Halted: this is a compromise really. Spell goes off, “over there.”
13 to 15 Casting Delayed: “Not now…”
16 to 17 Counter Spelling Successful: “OK, but this is going to cost you later…”
18 + Counter Spelling Successful AND the caster’s Talisman for that spell is destroyed!
One thing all Magic-users have in common is they are all the humble conduits for the same forces. Those forces are utterly impersonal and devoid of a care in the world for what happens to their mortal agents. So, as a rule, Counter Spelling is frowned upon. It is considered a low act of desperation at best, out right treachery against the generous spirits at worst.





Sounds solid man. Good work.