
Storm Wizard by Bilal
One of the things I really enjoy about B/X Dungeons & Dragons is the limited spell lists.
Part of it is a sense of game balance – by keeping magic users from having a swiss army knife of spells available to them, they don’t completely overwhelm the other party members. A high level magic-user with access to all the spells in the various d20 spellcasting supplements could do just about everything, and really would have no need for other party members unless adventuring into an anti-magic field.
But the big bonus for me is that with so few spells, and with almost none of them having any descriptive text, they are very easy to reskin to make each magic-user unique, or at least to make each magic user feel like a specialist without needing new spells or abilities to do it.
In my last campaign we had a Storm Wizard. He was big into black crows, lightning, rain and wind. But all within the standard spell listings.
Just a sample of his level 1 spells were quite evocative of the feel he was going for:
- Detect Magic – magical items would be limned with electricity
- Light – the effects were always of wane lighting, as if through heavy clouds
- Magic Missile – a bolt of lightning, or a striking crow
- Shield – a flurry of crows would intercept attacks aimed at him
- Sleep – a cloud of slumber would descend on his foes
With only 12 spells per level to work through, it is pretty easy to make your magic match your character’s theme. Elementalists don’t need new spells, they really just need to look at their spells a different way. Magic Missile is the first spell to look at for most magic users, as it can be skinned a thousand different ways and in turn can set up the feel for the rest of the spells or for the spellcaster also.
The lack of armour also works in your favour when trying to make a magic user stand out. Stolen from the Scarred Lands setting, my northern spellcasters produce a lot of heat when they cast spells, so they wear heavy cloaks with very little underneath. The storm wizard looked like the guy in the illustration by Bilal above – multiple layers of clothing including a great coat and tattered cloak. And if you aren’t using rules for helmets with stats (ie: if running by the book for B/X, or using LL without the helmet rules from the AEC), then there’s nothing stopping a wizard from wearing some crazy helm (and everything in favour of it – including classic Erol Otus illustrations of such).
In our games we’ve had runecasters (all spells are cast by throwing small stone chips with runes on them), an elementalist who cast spells through his ofuda scrolls that burned as he threw them, a demon-worshiping witch with her black cat familiar who cast most of her spells by screaming at the top of her lungs (well, except for charm person – even sleep was cast with a high pitched whine), and a necromancer who’s spells were in part skinned from Diablo II (teeth instead of magic missile, wall of bone instead of wall of stone, and hold person was a cage of bones that sprung out of the earth and held his victims tight).
The trick is that the end effect of the spell remains the same, but everything about how it gets there is open to reinterpretation.
But I also break my own rules. I do occasionally craft a variant magic user class for players who want them – but even then I keep it to 12 spells or less per level (typically less, as a penalty for playing a custom class).
But if you skin them, doesn’t their power bleed out ala “Wizard’s First Rule”?
Seriously though, simple but inspirational idea. At least for me, it puts me back into the right mindset.
Best,
TB
Funny, this is exactly the “trappings” concept of the Savage Worlds rules system :).
That’s what I was thinking as well 🙂
It’s a good concept though, for players & DMs who like keeping the spell lists short. I notice however that I’ve never really come across any players who’ve taken advantage of this kind of skinning / trapping idea, which can be applied to all classes really. Perhaps that’s the fault of D&D 3(+) — a lot of players nowadays expect all character options to be laid out on a platter in strictly defined mechanical terms (feats, skills, etc to choose from), rather than just declaring “my fighter’s a pirate”, for example, without needing the player’s handbook to offer up a Sailing skill or a “Born in the surf” feat or whatever.
Absolutely.
If you want your thief to look like Conan, then there’s no reason why he can’t. You don’t need some wonky half-class to do it.
I wouldn’t throw the blame squarely at the feat of 3rd edition. I saw this a lot throughout the ages of the game, even when I first started in the 70’s – players who couldn’t play even reskin a Fighting Man to be an Amazon, because the class name is Fighting MAN. It’s never been my problem, but I’ve seen it.
Bilal is the artist? Is that the actual piece title as well? What’s the illustration from?
Thanks!
The piece is from a mid-80’s or 90’s Heavy Metal magazine. Can’t remember the name of the story though.
Damn!
Great post! You just saved me a bunch of work. I’m trying to make some variant MUs for my home game. This makes me think about it in a different way.
I’m with Aplus! GREAT post, thanks, this is helping me rethink my Elementalist ideas. . . . THANKS!
I still make new m-u variants – especially if the class in question is helpful in getting the feel of the setting across. If aiming for a game where elemental magic is a distinct part of the setting, elementalists make a lot of sense as a new class (or Warlocks from the Palladium Fantasy RPG).
Very nice 🙂 I used to always encourage my players to come up with unique ‘trade dress’ for most of their spells. heh. I’m curious about the limited number of spells available – in your use, what do you do about players creating their own spells through research? Did you not allow that?
Spell research is the only way to expand your spellbooks beyond the 12 spells per level in the core rules. And of course, by the time they are engaging in research, most players are invested in the concept of their spellcaster, and the spells researched fit their theme even better than the core spells.
I had a player use this concept once, transforming his M-U into a tribal Stone Shaman simply by “dressing” his spells in earth-based trappings (shield = many small chunks of earth circling him to intercept attacks; magic missile = a shard of obisidian; etc). Very creative, very fun, and very memorable.
When playing BX, do you follow the BTB rule for spells in the spellbook (i.e. a first level magic-user only has one spell in his spellbook)?
Depends on the game. Those are the kinds of rules that we discuss at game start.
Hey, I already sliced that off to make a familiar! Are you saying I need to do it again? [shudders]. Seriously though, cool post.
In third edition there is a feat that lets you change the way your spell looks.
It’s the dumbest thing to ever come out of third edition. When I saw that I told my players “If any of you ever take this feat I am going to smack you upside the head with the DMG. Your spell looks like how you tell me your spell looks!” I don’t understand why people need **everything** spoon fed to them.
This suggests an idea for a pdf: have several different types of magic-user, and for each have what their spells look like.