Dungeons
& Dragons is a game about resources. Hit Points, Gold, Morale,
Followers, even the PCs themselves are ultimately resources to be
expended to get through the challenges set by the Referee and the
environment that they've crafted. Most character interactions with
the world have some sort of trade-off, but are essentially infinite;
a Specialist can take as long as they wish to unlock a door but they
will have to deal more wandering monster rolls, a Fighter can swing
their sword at an enemy as long as they still retain some HP.
Spell-casters (Clerics and Magic-Users in most B/X derived games) are
unique in their resource management, as they have access to powers
that no other class gets. Their spells are finite and assigned by
level. Generally the assumption is that those slots cannot be
regained unless the character engages in 8 hours of uninterrupted
rest. But what if there were other ways? Or alternative methods
entirely?
This second article covers the more powerful (at least in terms of eldritch potency) of the two spell-casting classes, the Magic-User.
Book Shredding:
The last resort of any Magic-user is their spell-book itself. In truly
dire circumstances, the mage may simply rip the page of the spell
they wish to use out of their book and use it like a scroll. The
spell is of course no longer in their spell-book. It still follows any
rules for scroll use. The Magic-user may do this a number of times
per day equal to their Intelligence modifier.
Pact:
Confirming the darkest stereotypes of their kind, the Magic-user has
made a contract with a being beyond the ken of mortals. This could be
a demon, an elder god, a chthonic being from the veins, or a nameless
power from the wilds. Regardless of the form it takes, the pact is a
two-way street, with the sponsor gaining various services from their
agent in return for extra spell slots. The services are nearly always
of a repugnant or otherwise bizarre nature. DMs are encouraged to
consider the needs of the sponsor, and what overarching plan (if any)
that they may have for their pawn. The table below suggests what
magnitude of action or service is required for more power for the
magic-user:
Level 1
|
Paint or etch a glyph or symbol in honor of your
sponsor in some public or prominent location. Successfully
transmit a covert message to another member of your sponsor's
cult.
|
Level 2
|
Shelter another member of your sponsor's cult.
Murder a member of a cult hostile to your benefactor.
|
Level 3
|
Destroy a piece of evidence regarding how to
banish, combat or harm your patron. Sacrifice a sentient being to
your benefactor's glory!
|
Level 4
|
Arrange for a minor member of your sponsor's
retinue (whatever that may be) to be summoned into the prime
material. Construct a monument in honor to your patron.
|
Level 5
|
Allow your benefactor to possess you for 2d20
minutes. Murder another spell caster who is following a rival
sponsor.
|
Level 6
|
Destroy something which is keeping your benefactor
from manifesting, whether that be an object, spell or person.
|
Level 7
|
Allow your benefactor to possess you for an entire
day. Help banish or reinforce the bindings on a rival to your
mistress.
|
Level 8
|
Barter away another sentient being's soul to your
benefactor. Entirely destroy a rival cult in a local area.
|
Level 9
|
Sell your soul - please note that you may only do
this once. The stars are right! Help summon an Avatar of your
sponsor into reality.
|
Nice. MUs are particularly limited in B/X and this helps differentiate them and give players lots of agency. Better than fiddly cantrips or multiplying subclasses
ReplyDelete