Nirrum can make spells that others haven't seen yet
I, on the other hand, can make a mean Veggie Stirfry
In My context on levelling, I mentioned King Fleet-Admiral Lazarus Honoré Dorian Tibeaux-Avisen. Tibeaux is almost unhittable, in part due to an item that allows him to put 5ft of distance between him and any effect, Nullifying Melee and ranged attacks and potentially dodging spells entirely. But who made this item? Could a player make this item? Today I'll be talking about how I handle players doing things that aren't exactly in the level description.
Does it have to be a bag?
The wizard who made Tibeaux's cape doesn't have a name yet, but they're an expert with the magic that a bag of holding uses. With what is perhaps the most iconic Item in dungeons and dragons, the ubiquitous bag of holding has Two tricks, it's bigger on the inside but it always weighs the same. You can turn it inside out for some interesting effects but rather importantly, The bag of holding is not a natural part of the world. A Creature, sapient and experienced, had knowledge that allows one to craft such a device. The implications are profound. Bags of holding have come in different forms over the years, from satchels to messenger bags. The Quiver of Ehlonna, Robe of Pockets, Portable hole, and Handy haversack all just permutations on the theme. What this tells us is that the magic isn't so rigid as a hard pre-coded spell, but is in fact, shapable. There is now precedent that people can make things that are bigger on the inside and things that nullify weight. The bag of holding and its friends are referred to as having demi-planes within them, portals to somewhere else that isn't really anywhere at all. I'm sure the math works out. When Making the cape, I started with a bag of holding and asked "How wide can the mouth be?" Being the dungeon master I said "fuck it" and made the "bag" just be one spread out piece of fabric. It's not capable of holding things and it'll make you sick for a day when you first put it on while you get used to space being warped around your arm and half of your body, but indeed, you get used to it. Precedents are the handiest tool you can use when making new spells and items. Let us take another example. There is a common trend that there tends to be a wand for many type of spells. Rather, it is a wand that has the same effect as a spell. There are also wands of other effects, wands of secrets and wands of binding and the like. This precedent is simply that the wand is a rechargable option for Magic.jpg. Make a wand of "Turn one specific person's guts inside out", or something from a class feat "Wand of subtle spell" with charges to turn something into a subtle spell.
Actual cool Magic
Pay close attention to what other things can do. Setting up traps that don't correspond to any spell other than wish, having magic abilities that no one else does. If it can be done, then it can be done, no reason to limit it with unobtainability. Having your Audience capable of learning these things provided enough investment into the game. Let research happen, let shenanigans occur, Provided they take the time. I like the idea that any setting is a minimum of 20x larger than the representation. 20x more people, 20x more distance between locations. Taking this 20x factor and applying it to spells, something that's 20x as powerful as a regular spell you learn on the fly in the run of an adventure and it takes 20x as long to learn and 20x more resources and 20x longer to cast. 20 year long rituals for something that wish can't accomplish. Time Taken outside of an adventure is time you can use for research on Generic magical things. A first level wizard, capable of casting Silent Image and minor illusion, should probably be able to produce, given a few weeks, the equivalent of a Movie, provided some resources. A wizard capable of casting wish should, given a few weeks, be capable of taking over a city with any sort of effect, give a few months, a country, given a few years, the world. Uninterrupted of course. The downside of such downtime is that an interruption could ruin quite a lot of effort, which is why such beings as Acererak from the tombs of Annihilation and Horrors, takes many saturday morning cartoon level pains to prevent people from interrupting his work.
The Balance Problem
The only balance to Magic.jpg is that it can be interrupted, slowly dispelled, and at the worst moments, wished away. The ultimate truth of Magic.jpg is that, like the spear, the bow and arrow, and the gun IRL, it's a better option than not having it. You can't get hit if the enemy is too far away to hit you back and with magic, There's no physical work equivalent that would be able to counter the most efficient use of the two things that can truly break a system. Time and Economy. Keep adventurers handy for just such an occasion.
Deep Lore Redux
I am so simulationist that honestly, I struggle to have the system of Magic.jpg ready for any given system it operates in. I haven't yet thought of the grid of materials and conditions that would allow one to put together the effects of spells and magic yet revealed in, say, 5e. That said it can be done, and when time permits, it will. The more narrativist designers will have an easier time, but might back themselves in a corner if one ingredient is too abundant. Like blood, everyone has blood, and it sets a murderous precedent, especially if the counter is something like rubies. Not everyone has rubies
Betlyss
-Nirrum
Betlyss
-Nirrum
Post Script
Updates may be a bit more infrequent coming up. Not only am I running out of things to say (gods be praised) but some health issues are doing a major number on my creativity, it took me over a month to write this and it's not up to my usual standard. Apologies to all!
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