Low magic AFF2 rules part 3: No "Big" spells

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Slloyd14
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Low magic AFF2 rules part 3: No "Big" spells

Post by Slloyd14 » Mon Aug 03, 2015 12:10 am

In this version, all spells that cost 4 or more cannot be cast. Priest abilities remain the same.

Adventures: Starting adventurers would be very similar. Wizards wouldn't be much different as most of their spells would be 1 and 2 cost spells. Sorcerers would lose their 6 powerful spells and ZED, so not a big loss.

As heroes get more experienced, they can't get more powerful magic and so magic reaches a plateau in power, meaning that it is still useful but not game breaking.

Also, it means that there is more difference between wizardry and sorcery - for example, wizards cannot be invisible any more or fly and sorcerers lose their powerful attack spells.

Raising undead is not longer available, but that could be covered in conjuration. There is no battle magic.

This option would mean that different magic styles would overlap less, leading to more specialisation. Sorcerers don't have a strong damage spell, but they can fly, become invisible and raise the dead.

Wizards would have good direct damage spells and consistent boosting spells that don't require consumable components.

Priests would still cover healing and protection, but more so as spells like Wall, WAL and FOF are gone.

With raising undead gone, that could be covered in conjuration. Skeletons and zombies could be common, ghouls etc. could be uncommon and vampires etc could be rare.

To grow in power, spellcasters would need to get more types of magic rather than get more powerful versions of one spell. There is no more battle magic, but conjuration might aid heroes as could making magic items. Necromancy is now a terrible choice and a necromancer would probably a wizard with conjuration.

As an optional rule, if archmages with Magic - Arcane are allowed, then instead of getting rituals, they could get access to spells that cost 4 or more (of course, they then have to learn them if they are wizards. Sorcerers know them straight away).
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SkinnyOrc
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Re: Low magic AFF2 rules part 3: No "Big" spells

Post by SkinnyOrc » Wed Aug 12, 2015 1:09 pm

I realised of the low magic threads this is the one I end up liking. Numbers 2 and 4 would make for interesting campaigns but it wouldn't really be canon Titan any more. Which is fine if that's what you're looking for of course. Number 1 has sort of morphed into this one anyway because straight out taking magic off the characters but not NPCs just seems kinda mean. ;) The options talked about in part 1 do kind of work out to a looser version of how this one is with the optional rule included.

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Re: Low magic AFF2 rules part 3: No "Big" spells

Post by Slloyd14 » Wed Aug 12, 2015 9:30 pm

SkinnyOrc wrote:I realised of the low magic threads this is the one I end up liking. Numbers 2 and 4 would make for interesting campaigns but it wouldn't really be canon Titan any more. Which is fine if that's what you're looking for of course. Number 1 has sort of morphed into this one anyway because straight out taking magic off the characters but not NPCs just seems kinda mean. ;) The options talked about in part 1 do kind of work out to a looser version of how this one is with the optional rule included.
I prefer this one too. I think our combined ideas - No spells over 2 and only 2 points of wizard spells per point rather than 4 would make magic useful, but not over powerful. My problem with the 4 cost spells are that they are too swingy - Lightning bolt and ZAP are basically one hit kills for most opponents and that can just ruin a final combat with a boss monster. WAL, FOF and Wall negate most attacks and ZED can just screw every thing up. Once the heroes have 6 points in their skills and learn the new spells, their opponents should be equally strong.

There can be other big spells, but they are usually plot points, such as a ritual that reverses a curse or a spell that protects an area from a demon - something that is the object of a quest or weakens a big boss rather than something within the rules of spellcasting.

Also, I make all the necromancer spells wizard spells, but get rid of the raise skeleton spell and replace it with conjuration spells. Or go crazy and make Raise skeleton a 2 cost spell as long as it is for skeletons and zombies only. Also banish undead could be a 2 cost spell that only destroys weaker undead (such as skeletons, ghouls and zombies - those with no or low intelligence). There can also be a conjuration ritual that raises lots of undead at once to get a big army.
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