Thursday, July 11, 2019

Master and Pupil

Desert by andyparkart, ©2007-2019 andyparkart
Here's an unedited  section that was deleted from CAL2 "On Wings of Darkness" (see in sidebar, on the right side of the screen). There just wasn't room for it, so there you have it, just for fun.




The mage leaned back in his chair and gave his apprentice a discreet look. Nehiyah knew better than to think her master aloof or condescending. A subtle glint of amusement beneath his bushy brow told her otherwise. Amid the silvery haze rising from his pipe, a glow revealed a scene of jagged rocks standing tall in a sun-drenched wasteland. The long shadows of Soltan’s sunset reached for the dark horizon where a blue and white globe emerged, bright and glorious over the desert’s amber and saffron hues. Nehiyah recognized it as her own native world: Calidar.

“You see, Caldwen’s history started well before humans set foot on Calidar,” Aziel began. “There was a time of darkness, when Gandarians of Munaan were little more than goat-herding tribes, impious and quarrelsome folk mired in archaic customs and obscurantism. Their bickering and rivalries over trifles only led to their ruin in the face of Nicarea’s rise. Masters at sowing discord between kingdoms and spreading self-serving beliefs in Soltan, the empire conquered all that stood in their path. So it was that ancient Gandaria fell to Nicarea’s steel-clad cohorts. Its great city of Karsa, Jewel of the Desert, remains but a mystery today. No one quite knows how magnificent it may have been or what secrets may have lain hidden in its walls. The overseers razed Karsa, drowned in their blood those who rejected the cult of Soltan, and removed all that harked back to Gandaria’s olden times—writings, monuments, tombs, and schools. Sages and most of those who could tell the story of the tribes’ past were taken away and never heard of again. Even the native language was forbidden.”

Nehiyah plucked a few grapes dangling from a nearby bowl and, before popping them into her mouth, looked up at the wizard. “Well then, how do you know all this?” she asked.

Aziel raised an eyebrow. “I said ‘most’ of those who could preserve history were lost. The others hid in the desert. They spent lifetimes saving all that could still be preserved. Much knowledge was entrusted to scrolls sealed in jars and buried in dusty caves that wayward goatherds would discover centuries later. Some lore was magically recorded in stones that could only reveal their contents with sacred words spoken in ancient Gandarian. A secret sect rose during those times. Its quest was to preserve the old knowledge and protect the places where it was buried. They became known as the Maghia.”

“Truly?” wondered Nehiyah. “I thought they were thieves and murderers.”

“Not quite, little one. There is a lot more to the Maghia than what most people believe today. It is to them that Caldwen owes its knowledge of the arcane, for soon after the fall of ancient Gandaria came a scourge that engulfed the whole of Calidar and its moons.”

The scene in the pipe’s smoke faded away. Nehiyah’s eyes widened as she slowly nibbled on the grapes, watching a starry sky replace the parched landscape. A shimmer distorted the firmament, like ripples on water. Enormous and whale-like, haphazardly covered with bits of armor and bristling with skull-adorned banners, mangy worms appeared out of the darkness. Nehiyah stopped chewing and observed the beasts fly toward Munaan, her mouth gaping. Aziel casually lifted her chin with his index finger. Barely noticing her master’s gesture, she watched a beast fly closer, as if it intended to swallow her. Nehiyah let out a muffled squeak when she saw a figure sitting behind one of the monster’s huge, crystalline eyes. She could have sworn this was some sort of primitive sorcerer.

“Yes, dear,” said Aziel. “A hidden world has roamed the Great Vault since the beginning of times, always unseen and unpredictable. It is Ghüle, a world filled with most-horrid beasts. They fly out to nearby worlds and their moons, riding inside these great worms. As if attracted by the blood and chaos that followed Gandaria’s demise, Ghüle unleashed swarms of orcs, ogres, and trolls to wreak havoc upon Munaan. They left as quickly as they’d come, taking with them endless throngs of captives to whatever beastly doom. Three centuries of obscurity followed during which the Maghia survived to safeguard their precious heritage. The empire recovered and soon afterward resumed its rapacious hegemony over Gandaria.”

The wizard dispelled the vision and replaced it with that of skyships departing Munaan. “It’s been hypothesized that the damage the Ghülean invasion inflicted upon Calidar and its moons caused the world’s magic to weaken in the Great Caldera. This created an opportunity to settle what otherwise had been a deadly wilderness. Under imperial scrutiny, Gandarians set sail to this new world and established the colony of Nav-Gandar. Half-mad and consumed by their hatred, some among the Maghia still lingered in Munaan’s desert, while others plotted against the occupiers, inflicting the worst of atrocities upon man, woman, and child. The Nicarean inquisition mercilessly hunted them until even fewer remained. Caches of ancient knowledge were uncovered and their contents promptly destroyed or spirited to Nicarea for unknown uses. A tenacious few disciples of the Maghia hid among departing settlers and took with them what precious lore they could. They endeavored to continue their centuries-spanning quest in Nav-Gandar, however bloody their methods, for imperial repression wasn’t quite as effective there as on Munaan, at least not yet.”

While Nehiyah gazed at the fading scene of Gandarian skyships descending through clouds, Aziel replaced his pipeweed with the best of shredded Dreamleaf, and conjured images anew with a few puffs. Slightly dizzy from the aromas of star anise, vanilla, and night lily suffusing the chamber, Nehiyah returned her attention to her master’s work. Beyond wisps of glittery smoke lay a city with a great tower rising at its center. “The colony prospered,” continued Aziel. “A great library was built in Arcanial, and beginnings were set that would become the Colleges of Magic. Colonial forces secured the borders in the north and south, claiming the vast area that is Caldwen today. The population grew, attracting settlers from places other than Gandaria. There was a good reason why the first settlers chose this region. Gandarian explorers had already surveyed its mountains and valleys, unveiling sources of raw magic. Disciples of the Maghia later schemed to suppress this knowledge. An ulterior motive emerged in their minds, one that would take centuries to succeed. As decades slipped by, disciples persevered in their efforts to smuggle from Munaan lore and artifacts needed for their plan, but they became imprudent. It didn’t take much to catch the Nicarean inquisition’s keen attention. After quietly building their case like a spider its web, inquisitors fell upon the great library and seized forbidden works from its dungeons. These were shipped back to Nicarea while the librarians and anyone associated with them were tortured to admit their heresy and betray its sources. Banned or not, remaining books, scrolls, engravings, and countless other relics were burned in a great pyre, the librarians tossed into the blaze, and their magnificent edifice razed in the aftermath. It was a decision the empire would come to regret bitterly.”

Visions of smoldering corpses emerged in the pipe’s smoke. Whispers in the shadows... Echoes of marching cohorts in the streets... Cries in the night... Aziel took a long breath and resumed his tale. “The Maghia still remained, as determined as ever, its ranks swollen with the angry, the destitute, and the opportunist. Tit for tat became the norm between imperial forces and seditious Nav-Gandarians. The colony teetered between its will to prosper and outright treason. A Maghian hero, Darbyses the Black, assassinated the Nicarean emperor of those days, up on Munaan. In truth, he turned the monarch into a ghoul, which inquisitors had no choice but to slay ignominiously. They later captured the necromancer in Nav-Gandar and executed him in a most horrific way, earning him eternal martyrdom.”

Nehiyah winced in horror at the sight of a man flayed alive and burned at the stake. She returned the last of her grapes to the bowl and curled up on her chair, pulling her knees to her chin when the tortured victim’s charred head was chopped off and planted on a pike above the ruins of the library.

Aziel muttered an arcane mantra before stirring the sinister imagery into a new silvery billow. A view of a council meeting appeared. “Meanwhile,” he continued, “the colony’s imperial archon argued with landowners over matters of local administration, merchant rights, and taxes. There also was the troubling matter of Soltan’s cult waning in Nav-Gandar. The colonial inquisitor accused the archon of neglect, pointing at evidence of other faiths gaining followers. Ancient Gandarian beliefs were once again on the rise, along with tales of demon fornication and worship. It was a portent of changes that would seal the fate of Nav-Gandar as an imperial colony. The grand inquisitor knew it, and as matters worsened so did the exactions of his agents. Throughout decades of bloody repression, the Maghia labored to revive ancient cults and a race extinguished centuries earlier on Munaan—the shatim, half-blood progeny of mortal and demon parents. It was all part of the Maghia’s grand scheme, for which they had needed their Munaani forebears’ secrets and Nav-Gandar’s natural sources of raw magic. It wouldn’t be much longer before the overseers would be overthrown, and Caldwen proclaimed a free nation.”

Nehiyah perked up from behind the rampart of her knees. “So that’s when demons came to Caldwen, didn’t they?”

The old mage responded after an ephemeral pause and a subtle smile. “Not exactly, little one. Demons of this realm go back to the origins of Gandaria. There was a time when they ruled over the tribes’ elders who were eager to learn their masters’ magic. They led Gandarians to build Karsa and fabulous palaces to honor them, sharing just enough of their knowledge to keep the elders wanting more and, in so doing, obedient. Robber-mages who would later form the Maghia originally were vulgar thieves seeking to steal demonic secrets from whomever had earned them, so they could share them amongst themselves for profit. Centuries of larcenies created a most extensive repository of demonic spells, well beyond what tribal elders could enjoy.”

“I don’t understand,” said Nehiyah. “Why didn’t the demons devour everyone and enslave their spirits for all eternity? After all, it’s what I’ve always been told demons do to people.”

Aziel groaned. Nehiyah wasn’t sure whether her ignorance annoyed the mage or her question embarrassed him for some reason. “In old Gandarian,” said Aziel, “the term ‘demon’ referred to a spirit guardian, regardless of ethos. A guardian was only expected to be faithful in its service. It is only because early Gandarians faltered that some demons stepped up to better protect those who’d summoned them. The original bonds faded over time, enabling the vilest of demons to enforce their own wills. So it was that servants became masters. This alone gave the Nicareans their greatest justification for destroying Gandaria—champions of the sun against champions of darkness. Until then, some Gandarians greatly profited from the tyranny of demons while others suffered under it. To this day, other cultures still see demons as frightening beasts because they wield great powers, which are misunderstood and therefore feared. Anything evil from their points of view is called a demon, as is routinely taught by well-meaning but self-serving followers of foreign gods.”

The apprentice hesitated. “At least those really nasty ones are gone now,” she said with cautious relief, spying for some reaction on her master’s face. “Before my parents sent me here from Osriel, friends of mine told me that Caldwen was infested with demons. It’s what most people believe.”

The mage grinned enigmatically. “Oh, but it is,” he finally revealed. “All sorts of demons dwell in this land of ours. I’m a little surprised your parents, both Caldwen born, never told you. Their lineage goes back to the early days of Nav-Gandar. Demons are the spiritual patrons of most things here, such as rivers, roads, bridges, gates, farms and fields, towns and villages, cemeteries and monuments, families, skyships, schools, and so on. Some are even the mascots of colleges and protectors of students like you. But they are the servants they always were meant to be. You see, a time had come in the olden days when a savage bloodletting took place among ruling demons. The most powerful of them devoured all the others and, in so doing, attained divinity as a patron of wizards. His name was Naghilas the Black. Though originally malevolent, his godly nature shifted so that he could attract a greater number of mortal followers. He hungered no longer for flesh and soul but rather for power born from worship of the many. Over time, he became Naghilas the Gray, neither good nor bad, but supreme master of magic. In a way, despite his lingering looks and manners of demons, he remains beholden to his followers. Dormant after the fall of Gandaria, Naghilas owed his renaissance and the revival of his cult to the Maghia’s centuries of struggles. He stands now as the patron of our magiocracy, and many among the sect became his faithful. Under his supremacy, demons are made to serve Caldwen. Some are good, many not so much and quite selfish, just like most people of this world.”

Aziel leaned on his elbow and crossed his legs while Nehiyah pondered her master’s words. Her gaze slowly drifted down the mage’s robe, whose lower edge had pulled up just enough to reveal a cloven hoof. The mage casually bounced his lower leg as he observed his apprentice. He nodded when his apprentice lifted her eyes, troubled and confused. “Well, little one. You are now mine to protect and guide. It is as your parents bargained, like their forebears did for them and so back to the beginning of their kind. Make them proud.”

Friday, June 21, 2019

Underage Adventurers

I've been toying with the idea of using young to very young heroes in a Calidar adventure I'm working on. One of the approaches would be to completely ignore the issue as regards ability stats if all the heroes involved are of the same age group. If that's not the case, other options may be in order (thus my shameless excuse for posting a new article.) Let me know what you think.

The chart at the end of this article gives a ballpark for ability stats. I've streamlined age groups for simplicity. I also included a simple guide for approximate heights and weights (human), assuming no difference between male and female. These numbers should be modified to reflect general body type (muscular, tall and skinny, or short and fat, etc.) and race, obviously. Heights and weights are listed in US inches and pounds, or Metric cm and kilos.

Ability Stats Min/Max: I've kept Intelligence and Dexterity a bit higher than other stats, while scaling down Wisdom significantly. Charisma remains the standard 3d6 (or whatever cheating method) because it is entirely subjective and completely in the eye of the beholder, especially if all the heroes are youngsters: it's either "Mr. or Ms. Personality" or "Oh, he/she's cute like button!" Whatever. Feel free to dole out reaction penalties when youngsters meet dour old fogies.

Prerequisites and Prime Requisites: These vary with the game version. In Basic D&D, there is no minimum to qualify for character classes (just use the score rolled).  In other D&D versions, minimums may require scores of  9 or more. In this case, if the score is too low, change it to the minimum required in the rules. Personally, I hate the latter approach. I'd much rather use whatever score was rolled and assume this is a very special youngster, perhaps an abomination like Alia Atreides in Dune. So, for example, you could end up with a seven-year-old cleric with her wisdom well below 9. As a referee, be consistent about resolving this.

Cheating Methods: Everyone has their ways of altering ability scores.  If this is customary, I'd suggest maxing one of the dice listed in the chart below (use some common sense here). So, for example, if a dice roll calls for something like d4+2d6, max out one of the d6s, so your score ranges from 3-16 to 8-16, with the average roll shifting from 9.5 to 12. I suggest this especially for prime requisite and Intelligence scores (to make sure that kid doesn't end up with the mental acuity of a squirrel).

Properly role-playing youngsters is more important than whatever statistical scheme. There is a lot to say about unsinkable childlike naiveté and the utter wonkiness of teenagers. It's all part of the game. How this all fits in my adventure, you'll find out at the end of this year when "How to Train your Wizard" comes out.


Age Groups
7-8
9-10
11-12
13-14
15-16
17+
Height   us/m
49/125
53/136
57/146
63/160
67/171
69/175
Weight  us/m
53/25
67/30
83/38
106/48
128/59
142/64
Strength & Constitution
d6+2
d8+2
3d4
d6+2d4
d4+2d6
Score: 3d6

Range: 3-18

Avr.: 10.5
Range
3-8
3-10
3-12
3-14
3-16
Average
5.5
6.5
7.5
8.5
9.5
Dexterity & Intelligence
2d6+1
d6+2d4
4d4-1
d4+2d6
2d8+1
Range
3-13
3-14
3-15
3-16
3-17
Average
8
8.5
9
9.5
10
Wisdom
d4+2
2d4+1
d4+d6+1
2d6+1
4d4-1
Range
3-7
3-9
3-11
3-13
3-15
Average
4.5
6
7
8
9
Charisma
3d6
Range
3-18
Average
10.5

Game on!

Edit: I forgot something I wanted to bring up. It's the old standard of giving XP bonuses to heroes with unusually high prime requisite stats. I suggest inverting the process. Anyone with prime requisite scores of 6-8 should receive a +5% XP bonus. With prime requisite scores of 3-5, the XP bonus should be +10%. Kids are like sponges. They learn fast!

Wednesday, May 29, 2019

Seven Poster Maps

I completed a YouTube presentation video of the seven poster maps for use with the upcoming Calidar gazetteer CAL2 "On Wings of Darkness," due for public release late June/early July 2019 at DTRPG.


CAL2 "On Wings of Darkness" is part of the #Calidar fantasy game world. All seven poster maps are shown in this video: 
  1. The players' map of Caldwen (stylized hexes), 
  2. The game masters' topographic version of the same,
  3. The Valley of Arafor near the capital city,
  4. The Upper District of the flying city,
  5. The Middle District,
  6. The Lower District,
  7. Port Arcana slums at ground level beneath the flying city or Arcanial, great capital of the wizards of Caldwen.
The core gazetteer is due for release at the same time, along with its players' Guide, PG2 "A Players' Guide to Caldwen." An adventure book is in the works, with an expected completion date circa Christmas 2019.

EDIT -- I found out that the blog's version of the video is blurred when enlarged to fullscreen scale. The original on YouTube is much sharper.

Friday, April 19, 2019

Of Map Design

It's been a while now since I started drafting floor plans and skyship deck maps for Calidar. Looking back several years, I shudder at my earlier efforts, but then everyone has to start somewhere and learn the tools of the trade, right? Though I wouldn't compare my work to truly professional endeavors, I'm going to show some of the steps I go through to create floor plans these days. Hopefully, this might give some ideas on how to proceed, or spark a discussion from which I might learn new useful bits.

People have been asking me what software I use. Though the answer seems easy, it is misleading. I use Paint.net, a freeware application that's been growing over the past several years. I gave up on Photoshop way back after being overwhelmed by its complexity. Since then, I got used to Paint.Net and remain leery of the learning curve to switch to Photoshop or anything else. There are specialized "dungeon" mapping programs out there. I found them either too limited or in some cases unmanageable. I know people out there will disagree with me on this, but that's just my opinion.

That being said, the answer above hardly covers the subject. In order to draft the sort of floor plans I've been coming up with lately, there are two other key components: years of hands-on user experience, plus lots of stock art and background textures purchased from specialized sites. I rely mostly on Dreamstime as a source of illos and graphic textures. Costwise, over the years, this does add up. Another factor is the amount of time needed to draft a snazzy map. The one I'll talk about in this article took me about 3 days (more than full time), from concept doodles to final corrections, and this does not include "stocking the dungeon"  (adding furniture and other details aside from doors and windows). From a technical aspect, the final document includes 20-30 layers showing the various elements of the map. I usually work at 300 or 600 dpi resolution. Oh yes, and a fast computer with lots of memory will also help prevent long waits for every step of the way.

The first step is the concept work. Basically, grab a sheet of paper and sketch out a very rough layout. As you can see on the adjacent shot, lots of things cross my mind as I throw in various shapes, erase others, and append new details. One generally leads to another, and pretty soon, space on that sheet comes at a premium. Of course, I could think of lots of things to include. Just to make sure I wasn't missing anything important, I turned to social media and probed the friendly hive mind there for other ideas. And, whoa... I got lots more. So, thank you everyone for your help. I promptly turned around and made a complete list of what had come up on social media, and split all these entries according to which floor each should be located on. That's just so I don't forget anything, since the entire project is likely to take weeks, from the dungeon level to the tippity-top of the highest tower. Occasionally and well after the brain-storming has effectively ended, someone surreptitiously adds an idea I can't possibly resist including somewhere, somehow... Click on the adjacent shot to get a closer look.

Now the "real" work begins. I find it easier to draw simple lines to render the general ideas depicted on the hand-drawn sketch. Many corrections and redesigns occur at this stage. (You can trust me when I say there will be many more, kicking yourself repeatedly for not having foreseen them earlier; those will require a lot more work). That's already five layers--from front to back: 1. page frame which isn't shown here, 2. labels, 3. outlines, 4. grid, 5. white background. The page frame is to make sure nothing sticks out in the margins which may be chopped off during printing; this won't matter if you are designing a map for yourself. That's when you realize everything needs to be recentered, including the grid, something that you complete very, very carefully, right down to the single pixel, as an error at this stage will be tough and time consuming to fix later. Patience is a virtue here.

Simple lines may be okay for your personal use. For something a bit more involved, the lines need to be turned into something that actually looks like walls. For this, the original line art needs to be thickened. Depending on the application, this may be a trivial issue. On Paint.Net, this entails adding extra outlines to the original drawing, which takes just a few seconds.

The game plan is to eventually add a black edge around the white outline, but before this can be done correctly, the walls need spaces added for doors and windows. The easiest way I found to make sure these spaces are all exactly the same sizes involves a temporary layer on which I cut/paste blue blocks. Once done, it's easy to select all the blue elements, move down to the white outlines layer, and hit delete.

Once done, remove the layer with the blue blocks, since it's of no further use. Then add the black edges to the white outlines (1). I'm assuming most graphic programs can switch off white, which leaves just the black lines (2). That's a useful trick, because now I can select the inside of the black lines, move down to a new layer (3), and paste/fill the selected space with a stone texture of some kind.

 And there you have it: walls that looks like walls. Many more steps will follow, such as adding windows, doors, and wall shadows (do the latter on a separate layer, because otherwise corrections at a later time will become problematic). Fancy tiles come next to cover the indoor floors, plus ground textures outside the buildings. With a bit of testing, resize the tiles so they match the original grid exactly. Move up the tiles layer "above" the grid, so as to mask it within indoors areas. The original grid can still be seen outside the building. I often hide the grid beneath trees.

I like to erase wall shadows where windows are likely letting light in. A gray layer can be inserted above indoor areas to darken the rooms; then, erase the part of the gray layer in the general vicinity of these windows, which enhances the impression of light. Set the eraser at its maximum softness so the effect is barely perceptible. The result shows in this near final version of the floor plan (see just above).

Stairs can be pretty snarly. The first challenge is to scale them correctly, assuming each step measures 7"-8" high -- therefore, figure approx. how many steps are needed to reach the next floor. The other problem is their width: on the map above, normal steps are intended to be about a foot across, and thus they look tiny (1 grid square = 10ft.) Yes, I can be OCD about this kind of detail. Each step in the stairs at the bottom of the map, by the open terrace, would therefore be several feet across, producing a very gentle rise.

Compare with the stairways straddling the courtyard (rising at a 35- to 45-degree angle). In a modern house, stairs might require around 18 steps to reach the next floor -- in a palace, there could be twice as many, especially if the angle of the stairs is more gentle. There are various ways to represent stairs. Most folks will stylize them and not worry one bit about accuracy. After all, what's really needed in a game is just the information that "there be stairs here, up or down." I place an arrow showing which way is up. Being detail oriented, I also place shadows to help visualize the steps. It's actually pretty easy. I just recopy onto another layer the lines marking the edges of the stairs, shift them just a tad, and then blur these lines so they look like shadows; reducing the layer's opacity a bit can help here. A gradient darkening the bottom of the stairs is another useful tool.

I guess I'm done rambling along. Hope you found something useful. Have a nice weekend!

Saturday, April 6, 2019

50 Shades of Wight

Necromancer by WhendellIn my endeavor to write adventures for my present Calidar project, I came upon the task of putting together the plot for a party of juvenile sorcerers up to no good in the middle of the night in their college of necromancy. The assumption quickly became that each should naturally know a few spells taught specifically by their school: all of a necromantic nature, but of course. I didn't find a whole lot of spells fitting the bill in the various RPGs I looked up. I wanted a wide array of spells the referee could choose from. Seizing the undead monster by its unholy horns, I thus decided to add a bunch of new spells.

So here we go...



Featured Illustration: Necromancerby Whendell (on Deviant Art)

©2015-2019 Whendell

First Circle Necromantic Spells
The list below offers ideas for spells in the young heroes’ spellbooks. Though all necromantic, some of these spell may also qualify as other schools of magic. A roll of 1d4 plus any Intellect modifiers indicate how many of these spells each hero should possess. Roll 1d% on the list below or select these spells as needed, avoiding duplicate scores. Replace spells with similar ones already existing in the chosen RPG, if any.

Note re. Caldwen's game mechanics: Being non-game specific, the language used below may cause some raised eyebrows. In most cases, the context will make the meaning rather obvious. Damage ratings go as follows: VL (for Very Low) relates to the sort of damage a dagger would inflict, Lo (for Low) relates to a short sword, M (for Medium) to a normal sword, Hi (for High) to a large weapon, and VH (for Very High) to an oversized weapon. Referees can assign appropriate damage in their chosen RPGs accordingly. LF stands for Life Force (a way of referring to experience levels or HD). More about this can be found in Calidar's Game Mechanics guidelines. Circles of Magic refer to the general spellcasting abilities of students enrolled in colleges of magic (this will be defined in great detail in the gazetteer CAL2 "On Wings of Darkness" due for release this summer.) The First Circle concerns the least experienced spellcasters. The Fourth Circle accommodates the most experienced, to give you a rough idea.

Wednesday, March 13, 2019

Calidar Mages vs. D&D & Pathfinder

While looking into describing a character class in a manner usable with different RPGs, I ran into a challenge, as the scales each game system uses to measure experience are widely different. Calidar, which is meant to be system neutral, relies on a simple percentile scale to express the “Life Forces” of both monsters and characters. It is a tricky feature because this rating does not always convert accurately into all RPGs. There is a bit more to this than just how far up an experience progression table a character rises.

the fiveby Sindacollo  /  / ©2008-2019 Sindacollo


Since my goal is to describe a magic-user variant for my current project, Calidar “On Wings of Darkness,” I decided to look up the experience levels characters need to earn before acquiring the ability to cast at least one Level 9 spell in various game systems. From this point onward, this threshold is referred to as “top level” in this article. It seemed to be the common denominator for magic-users across the board (I used the median XP progression chart for Pathfinder). As expected, results vary with each game system, as follows:
D&D 5e & Pathfinder: Level 17
AD&D (1e, 2e): Level 18
D&D BECMI: Level 21

The good news is that these experience increments aren’t that far apart. A more problematic challenge concerns exactly how many actual experience points each system involves. The rates at which experience is accrued in each game vary hugely at various points in the magic-users’ progression charts, especially as regards how quickly lowest levels can be attained vs. highest levels.