Just
when I think I have exhausted the subject of magic in a low fantasy setting, I
come to the realization that I have over looked a few things. If your game is
like mine, there are powerful sorcerers out there waiting to be foils for your player characters. While you do not want the magic to be too prevalent,
these sort of adversaries have a rich history in sword and sorcery literature
(Xaltotun, Thoth Amon, etc.), and make for some really engaging adversaries for
your PCs. But whence does their magic come? Does the existence of this kind of
magic entail that player characters can gain access to it as well? How do you
maintain balance? The easiest way of answering these questions is to look at
some different sources of arcane power.
Alchemy
The source of
magic that is the least likely to upset game balance is magic in the form of
alchemy. Generally speaking, the alchemist will be able to craft potions and
salves from rare and quasi-supernatural materials. While this sort of
individual will be rare, players should be able to find them in the larger
cities and isolated places of the campaign world. Befriending an alchemist can
be a great boon to the player characters, because it will allow them to have
some access to potions outside of stumbling upon them through the course of the
adventures.
Like most practitioners of the arcane,
alchemists should jealously guard the secrets of their craft. Further, these
individuals are probably not trusted very much by the general population, find
themselves to be pawns in the machinations of political figures, or even
outright persecuted by religious sects. As such, an alchemist is likely to be
wary of the player characters, and may take some convincing when it comes to
offering aid. More on alchemical items later on in an upcoming article.
Powerful
entities
Bargaining for, or
simply being imbued with arcane might by, a powerful supernatural entity is
another of the more common ways to gain magic abilities in this sort of
setting. The individual who has made such a bargain is likely paying a terrible
price for it. This is distinct from the warlock class, because the price of
this bargain should be far more immediate. The practitioner should become
instantly corrupted or enthralled to the entity, or have some very specific
prescriptive actions that they must take. Even the summoning of the entity may
be dangerous for the would-be magic user and is not something that should be
undertaken lightly or easily.
Not all of the
entities will need to be malicious, however. In a tribal society, this sort of
arcane user is likely the local shaman or witch doctor, and the various spirits
(loa) served by the individual may have constraints on personal hygiene, dress,
or action. Either way, this sort of magic should be relatively restrictive.
Cults
Another way to
gain arcane knowledge in a sword and sorcery setting is to be a member of a
clandestine cult of one kind or another. Entering into the cult should be
exceedingly difficult, since cults are often distinguished from mainstream
religions by being exclusive rather than inclusive. The process may be one that
starts in childhood, but membership could also conceivably be gained via the performance
of favors for the sect. Either way, once the acolyte has become initiated in
the cult, it is unlikely that he/she will ever be able to leave of his/her own
free will. Many of these cults will be illegal in many places, so participation
is probably a closely guarded secret. While on face value, the cult seems like
it would be the same as bargaining with an entity, I would argue that this is
not so.
While it is
probable that the leader (or inner circle) of the cult has gained power due to
direct contact with a powerful, supernatural entity, the magic used by the rest
of the sect is more likely to be a result of mental conditioning (hypnosis and
psionic abilities), arcane knowledge, or ritual magic. The practitioners in a
cult are not powerful or important enough to directly syphon power from an
entity, but certain rights passed down through the ages may do just that. The
key is that the average member of the cult does not understand how this magic
works, but rather assumes its efficacy on faith alone.
Magic
items
An often
overlooked source of magic is one which is derived from items of power. Whether
it is a ring (think Thoth Amon), a gem, or some other artifact, magic derived
from an item can be a fun way to keep players on their toes. The assumption
most of the time when a PC encounters a magical adversary is that the opponent
has this power inherently. By allowing the antagonist to be potentially
separated from the source of his/her abilities, the game master can make a
seemingly unstoppable enemy more easily vanquished.
This also allows
the players the opportunity to do some detective work in order to discover the
source of the villain’s power. The item could be anything from a portable
object to a large obelisk that allows the knowledgeable to tap into and
manipulate its energies. This object could be forged by an ancient
civilization, come from beyond the stars, or simply be a natural feature of the
campaign world. Either way, the user will keep this object close whenever
possible, and will take great pains to ensure that no one uncovers the secret
of his/her power.
Astrology/Astronomy
Studying the
heavens is a wonderfully thematic way to gain mystical powers. When certain
stars are in alignment, gateways to cosmic powers and otherworldly realms could
open up, and it would just take someone knowledgeable to exploit this. While
this is unlikely to be the sole source of the user’s magic, it is a perfect
source for magic from the schools of divination and conjuration/summoning.
Using the cosmos as a guide for this kind of magic should be complicated and
fickle.
The timing of any
ritual or spell would need to be precise in order to gain the desired effect,
and the fallout from botching such timing (especially when summoning creatures)
should be dire indeed. The pay-off for successfully completing this kind of
casting should be immense, however, since stars should only be right in the
necessary way at most once a year. The more powerful spells should require
cosmic alignments that happen once every lifetime or even aeon. While
impractical in most respects for player character spell casting, this is an
ideal way furthering the machinations of a magic using antagonist.
Esoteric tomes
Probably the most
common way of gaining magical power in Dungeons and Dragons, tomes can be an
easy way to transmit magical abilities to player and non-player characters
alike. I would urge the Dungeon Master to not allow for magic gained from such
a source to be immediate, however. The ability to spontaneously cast spells
should come from one of the sources listed above, in order to make the casting
of spells from tomes as laborious and ritualistic as possible.
The assumption
behind an arcane text (assuming it is not written in a magical alphabet) is
that any person literate in the source language should be able, with time, to
unlock its secrets. That makes tomes of arcane lore a potentially over-powered
and altogether too easily accessed wellspring of mystical prowess. In order to keep
this tendency in check, make sure that all of the spells in the tome contain
the ritual designation, and, as I stressed in a previous post, rule that the
only way one can cast the spell is as a ritual.
Strong on his mountain (er...at his desk),
PJ
Another way to balance magic items in this sort of setting is what I would call "Item synergies". You touched on this in this and in previous articles, but I'll try and make the idea explicit. An item, or a location might be powerful, or supernatural but in a lay persons hands it is useless. A wizard might be able to muddle through a spell, but the villain who wrote the spell can actually get its full effect.
ReplyDeleteAs in your items/locations of power section, it is not the person, or the item in themselves which has power, it is a unique combination and synergy.
This work really well for villain item/treasure drops. I want that sword of soul draining corruption that just nearly killed us! says the player. OK, says the DM, the sword is covered with strange runes which pulse with hidden power. The sword is of terrific make and holds an uncommonly sharp edge, but in your hands it is little more than an heirloom. No such soul draining for you. Perhaps you could seek an ex-cult member who might know how to unlock it's true power, until then... it's difficult to hold. You feel dizzy carrying it and a wave of nausea passes over you when you swing it.
In the villain's hands it works as a +3 Long Sword, with a powerful energy drain ability. When wielded by the party it's only a Masterwork Sword. With diligent collaboration within the party the wizard can get it to function as a +1 Sword in only the fighter's hands. A quest will unlock it's full power, but by that time the +3 Soul Suck sword might be level and balance appropriate.