I’m particularly happy with this part of Dreadnaught – the magic system. There is a very clear and powerful divide between arcane and divine magic (which originally was formulated to control the use of healing spells).
Arcane magic typically isn’t as powerful as in DnD, but in exchange it is largely free to cast it. Costs are only incurred to increase the potency of magic. Generally the application of magic itself is free. In game terms that means that arcane magic usually requires expenditure of EPs (so whenever an arcane spell is cast the caster is assumed to have “2 * BP + level” in EPs available (as if she started her round of combat). In a non-combat situation that usually means that she has all her EPs available for casting spells – in combat her EPs are additionally spent on movement, defense, etc.
Divine magic is typically very expensive, more so than in DnD, but in exchange it tends to be more powerful. In game terms that means that divine magic usually requires expenditure of daily APs.
Whenever a character levels she may chose to obtain the “arcane caster proficiency” or “divine caster proficiency” feats (no limit to the number of times they are obtained). The effect of the feat is that it gives “spell buying” points equal to the character level of the character (minimum 2). Spells are bought according to their level, so a level 3 spell costs 3 spell buying points. Additionally before a spell of greater than level 1 can be bought, the character must possess at least 2 spells of the level directly below the desired spell’s level. (So you need 2 level 2 spells before you can purchase a level 3 spell, but subsequent level 3 spells do not require additional level 2 spells.)
An additional effect of “arcane caster proficiency” and “divine caster proficiency”: each time the respective feats are acquired they raise the Arcane Level (AL) and Divine Level (DL) of the character as appropriate. The AL and DL typically control the maximum power level of a spell.
The basic framework above would allow relatively few spells to be known to a character, so to that end additional feats and templates that help specialize in spell casting are available as well – which may cheapen the acquisition of spells, or increase the spell buying pool. Furthermore magic is a more role-playing friendly aspect of Dreadnaught, the GM may quite happily award a magic-playing character with an encounter with a powerful mage that would be willing to part with some spell knowledge.
(Design philosophy of spells, the nature of the distinction between Divine and Arcane magic is to enforce a bigger decision in following either divine or arcane paths – since they are somewhat synonymous in DnD; furthermore to allow for a clear distinction in powerlevel for using APs and EPs for magic. In other words, as a rule arcane magic is EP based and divine magic is AP based – correspondingly arcane magic is much more freely available compared to divine magic – spell creation needs to keep this in mind when creating spells. To some extent this paradigm can be understood as a innate shift of arcane magic to the “Warlock” class in DnD, whereas divine magic tends to be a powerful form of classic DnD magic.)
Example spells (incomplete list)
Spells, arcane
** Invisibility, minor **
Type: arcane, full-round action
Minimum requirement: character level 3
Minimum cost: all EPs in possession
Range: self
Effect: caster turns invisible for a number of rounds equal to arcane level, any non-movement action reveals the caster. However, while a defender cannot see an attacker, the defender takes a -2 penalty to defense
Additional: –
** Magic Missile **
Type: arcane, standard action)
Minimum requirement: character level 1
Minimum cost: 0 EPs
Range: 20 feet + 5 feet per character level
Effect: deals physical damage to target equal to a half of EPs spent on spell
Limitation: can only invest EPs upto two times AL of the character
Additional: a “0″ cost Magic Missile is effectively a pretty, albeit ghostly light that flies towards a target at some speed. The target will become aware of the hit of the Magic Missile, but not be hurt. It could thus be used to get the attention of a character, or to distract him.
Spells, divine
** Divine Eye, anger **
Minimum requirement: character level 8
Minimum cost: 4 AP
Range: 10 feet
Effect: turns target to stone unless it can make a Fortitude save vs invested spell cost. The target has a number of rounds equal to its BP before the petrification is complete – if the caster is killed (or choses to relinquish the spell) before petrification is complete then the petrification is undone. The target takes a penalty of -1 to all actions per round until its complete petrification or the petrification is undone.
** Healing Touch **
Type: divine, full-round action
Minimuum requirement: character level 1
Minimum cost: 1 AP
Range: touch
Effect: heals damage to target equal to 10 times APs spent on spell
Limitation: must touch the target directly, skin-to-skin; can only invest APs upto DL of character
Additional: –




Mathematics aside (i.e. balance of all costs), I like the basic idea behind magic.
If I were to run something in d0, I’d change the flavour of it. Perhaps high and low magic or even go as far to have specialised schools or spheres of magic (with separate feats for each school). Would you, through play testing, be able to create a gauge on the power of spells based on number of EP/AP spent on it? I think that would help in developing new spells and powers.
Comment by jatori — 22 August 2008 @ 8:30 am
Should definitely be possible; to make a complete system requires a lot of time spent in creating (and balancing) spells, feats, templates, etc to have a decent selection. And the process cannot be complete until they have been tested for balance in actual play.
I intend to give a set of sample feats/template/spells – and then let development be propagated through myself and other fans. Just as long as the basic mechanics are settled down and shown to be stable in-game.
There are only 2 more posts really, template discussion and feat discussion (mostly consisting of a list of the respective ideas). That will have to serve as the basic test bed for playing.
Changing the flavor to high/low magic is perfectly awesome. As I mentioned in the post, the original reason for the distinction was to ensure that “healing” type magic is expensive. There are bound to be other good cases where the distinction between AP/EP expenditure is prominent.
Comment by trashcondor — 22 August 2008 @ 9:59 am
Again… it looks great. There is a lot of skills, but they seem fairly intuitive. There is a couple of really big caveats in RPGs these days: The dice, and the huge amounts of rules.
This game can aim to address both. So perhaps one should not be blinded into making too many rules, and rather set rules as to how people should rate and balance “house rules” and “house spells” etc.
Comment by Reenen — 25 August 2008 @ 7:02 am
hmmmm – I agree in the sense that it should be highly customizable; and that “common sense” rules should dominate mechanical rules. But on the other hand… I’m fond of lots and lots of options; so having a big set of feats and stuff available to chose from would be nice
Comment by trashcondor — 25 August 2008 @ 9:26 am
[...] our own games a couple of times – and to some extent this has happened already (see the posts on Dreadnaught for [...]
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