What follows are some of the current house rules for the magic system in my current Long Night campaign. These rules represent changes that will significantly affect traditional D&D gameplay. Such changes are obviously not for everyone. While my game has been running along just fine, it’s still too early to determine if this GLOG-inspired system will work for long-term play.

Despite my appreciation for the traditional “Vancian” magic system in D&D in terms of generating a specific type of play that promotes decision making, risk consideration, and resource management, I felt the need to experiment with other existing models to better capture the feel and type of play for my current game setting. Primarily, I wanted the alternative magic system to address the following design needs:

  • All spells remain relevant/useful/playable, regardless of character level.
  • Related to the first, all spells should have the potential to be more powerful based on factors like character level and invested magical power and/or effort.
  • When performing magic, the magic-using player must be faced with decisions that involve real risks vs. reward outcomes.
  • The system should abstractly take into account that in this setting magic is often time-consuming, fatiguing, and dependent on material components.

Although there are some differences in what follows, I borrowed heavily from Arnold Kemp’s Glog magic system, as well as Necropraxis’ Wonder & Wickedness. Credit where credit is due.

Long Night Magic

Although there are many different words for magic and magic-using persons, for the purposes of gameplay there are four primary categories of magic in my game:

  • Galdorcræft: charm/song magic
  • Morðcræft: curses or harmful magic
  • Friht: divination*
  • Bletsung: blessings*

[*Friht, bletsung, and rites invoking gods, goddesses, or various otherworld beings are not restricted to any specific class, and all use different mechanics that I outline in a separate document. These latter categories are not the subject of this post. Lastly, all of the above are broad categories for game purposes that overlap with and include other practices. For example, galdorcræft often includes elements of runecræft and wortcunning (plant lore).]

Magic-users specialize in either galdorcræft or morðcræft.

Some non-human character options such as ylfes (“elves”) will be restricted to a specific type of magic like morðcræft.

Magic Pools & Starting Spells

  • Magic-users perform spells/charms using casting dice from a Magic Pool (MP) equal to a character’s level in d6s (e.g., a 2nd-level magic-user has a base MP of 2d6). Unlike GLOG, there is no MP limit.
  • The MP is an abstraction representing both the amount of effort expended and the amount of spell components that can be employed for a spell. Depletion of the MP abstractly represents a combination of physical exhaustion and ingredient usage.
  • Magic-users begin with 3 spells, with possible bonus spells equal to the INT bonus for characters with an INT of 13+. Bonus spells are determined randomly.
  • Every time a magic-user gains a level of experience, the player selects one additional spell.

Spell Casting & Magic Pool Mechanics

The steps for casting a spell are as follows:

  1. From known spells, the player decides which spell to cast.
  2. The player chooses how many casting dice will be invested from the character’s current MP.
  3. Roll the invested casting dice to determine and resolve the effect(s) of the spell.
  4. Any individual die showing a 1, 2, or 3 is returned to the character’s current MP for later use, all other dice are depleted until the character has an opportunity to rest and replenish material components for spells.

There are no spell memorization slots that limit how many times a known spell can be cast. Known spells can continue to be cast as long as magic-user has casting dice available in the MP.

Recovering Exhausted Magic Pool Dice

Normally, all exhausted MP dice are replenished after the character gets a full night’s rest (or equivalent hours of rest during the day). At minimum, resting involves 6 to 8 hours of undisturbed sleep. See below for exceptions.

It is also assumed that the character will spend some time foraging for new material components such as herbs.  Depending on the context and spell, the Referee may require a Forage check to determine if the materials have been replenished. Certain spells may require special undertakings to replenish the necessary spell components (e.g., such as acquiring a specific person’s hair for a curse).

Multiples of 3 & Attracting Beings of the Otherworld

The number 3, and multiples of 3, are known to be sacred, mysterious, and sometimes dangerous.

Anytime the player rolls triples on a casting dice roll two things occur:

  1. The character has attracted the attention of a number of otherworld beings equal to the type of triple rolled (e.g., a triple consisting of three 2s will attract two otherworld beings, whereas three 6s will attract six). Such otherworld beings will be determined randomly by the Referee. This may result in an immediate encounter starting with a Surprise check, randomly determined distance, and a standard Reaction check.
  2. All three triple dice are exhausted (even if the die value is a 1, 2, or 3). Additionally, dice exhausted because of a triple roll take longer to recover due to the magical toll taken on the character. In addition to the normal night’s rest, the exhausted triple dice will not return to the character’s MP until a number of days equal to the type of triple have elapsed (e.g., a triple of 2s will return to the character’s MP two days after the character’s full night rest.)

Sometimes, however, the power of three benefits a magic-using character. Anytime the sum of the casting dice results in a multiple of 3, then the efficacy of the spell is doubled in all aspects.

Example: a magic-user that rolled 3 casting dice resulting in a 2, 3, 4 (sum total = 9) would double the efficacy of the spell. The 9 would be considered an 18, and other aspects of the spell (as outlined in the spell’s description) would be doubled.

Note: It’s very possible to roll triples AND have a total sum that is a multiple of three. In fact, if the player is casting with just 3 dice, every resulting triple will also be a multiple of three. Should this occur, then both the positive and negative effects occur.

Power of a Spell

Aspects of a spell, such as its power and duration, are determined not only by a character’s level, but also by the number of casting dice invested in the spell. Therefore, the player has control over how much power and material to invest in a spell. The player also has some control over the risk involved when it comes to potentially rolling triples. For example, rolling triples is impossible if a player never invests (risks!) more than 2 MP dice in a spell.

When reading spell descriptions, you will see some of the following notation:

  • [die] = the number of actual casting dice invested in the spell. For example, a spell that lasts [die]*10 minutes would last 30 minutes if the player invested 3 dice from the character’s MP.
  • [sum] = the total sum value of all casting dice rolled. For example, a casting dice roll involving 2 dice resulting in a 3 and a 4 would do 7 points of damage for spells that list damage as [sum].
  • [lvl] = the level of the magic-user casting the spell.
  • [con], [str], etc. = the magic-user’s respective Ability Score.
  • Time = Casting Time
  • D = Duration
  • T = Target
  • R = Range (if ranged)
  • Sigil Rune: Yes or No regarding if the spell can be made semi-permanent

Sigil Runes & Semi-permanent Spells

Many spells involve carving or painting standard runes as part of the normal preparation. However, a player may decide to the have the magic-user prepare a unique sigil rune enabling the spell to continue beyond its listed duration using the following guidelines:

  • Magic-users may only have one sigil runed spell operating at any given time. Should the player create a second sigil runed spell, the first immediately fades and is dispersed.
  • Inscribing such a rune takes a minimum of 10 minutes, and it may take longer (as adjudicated by the Referee) based on context, material, etc.
  • The sigil rune is always visible and clearly magical to all regardless of magical ability. Sigil runes also carry a unique magical signature connected with each magic-user, and this signature is traceable by other magic-using characters and NPCs.

Note: This is a rule taken directly from Necropraxis’ Wonder & Wickedness and merged with the GLOG system.

Ritual Items & Magical Items

In addition to material components (herbs, carved runes, etc.), some spells require specific ritual items to successfully cast. For example, many spells, require a læceseax (a ritual knife). Some require a wand. All such requirements are listed in the spell’s description.

Additionally, magical items acquired during play may affect a character’s MP, the number of known spells, and other aspects relating to how a character normally uses magic.

Example Spells

Bind (Binde)

Time: [die]combat round(s); D: [sum]combat round(s); T: 1 [die]HD monster or person

Required Rune(s): ᛁ; Sigil Rune: yes; Required: binding material (rope, chains, vines, etc.); læceseax if creating a sigil rune

By invoking aloud the binding power of ice and inscribing the ᛁ (īsaz) rune in the air, this charm causes ropes, chains, vines, or some other binding material in the vicinity to animate and latch on to a targeted opponent with otherworldly strength. By investing more dice in the charm, more powerful opponents can be bound. Investing 3 dice, for example, will bind up to a 3 HD opponent. Opponents are allowed an immediate saving throw to break the binding. The saving throw is modified by the difference in level of the magic-user and the HD of the opponent. Each die invested in the charm above the HD of the opponent will also modify saving throw in the magic-user’s favor. Even if the saving throw is successful, breaking the binds takes 1 combat round. Should this charm be used against an opponent with a HD greater than the number of dice invested, the charm will automatically fail (i.e., the opponent will instantly snap or shrug off the bind without loss of time). Magic-users wishing to keep an opponent bound for a longer amount of time may inscribe or paint their sigil rune on the binding material.

  • At 3rd Level: Components of the charm may be “reversed,” and with the addition of the ᚲ (kénaz) rune the elemental force of fire will cause ordinary binds to burst asunder.
  • At 6th Level: The magic-user may use a combat turn causing the binds to constrict painfully on a bound opponent. This will inflict[sum]/2 hit points of damage and requires inscribing the ᚦ (Þurisaz) rune in the air with the magic-user’s wand.
  • At 9th Level: A mystery that requires undertaking a special quest to discover.

Ward (Weard)

Time: [die]*10 min; D: [sum]hour(s); T: area of [lvl]*5ft

Required Rune(s): ᛉ; Sigil Rune: yes; Required: branches, læceseax

This charm requires the magic-user to inscribe eight branches with ᛉ (algiz) protective runes which are then placed in each of the eight cardinal directions. Other runes invoking the gods or even runes associated with specific trees are sometimes used. The area within the branches is then hallowed with various repelling herbs and a song that prohibits [die] HD-or-less otherworld beings from entering the warded space. The magic-user may make the ward semi-permanent by inscribing the magic-user’s unique sigil rune.

  • At 3rd Level: The ward now prevents any being with hostile intentions from entering the bounded space, not just beings from the Otherworld. This requires the addition of the ᛗ (mannaz) rune.
  • At 6th Level: Any attempts to cross the ward by beings with hostile intentions will inflict [sum]/2 hit points of damage. This requires the addition of the ᚦ (Þurisaz) rune.
  • At 9th Level: A mystery that requires undertaking a special quest to discover.

Speak with the Dead

Time: [sum]hour(s); D: [die]# of questions; T: 1 corpse

Required Rune(s): ᚾ and ᚱ; Sigil Rune: no; Required: inscribed piece of wood and læceseax

After ritually preparing a piece of wood inscribed with the ᚾ (nauðiz, for need & death) and ᚱ (raiðō, to guide the spirit back) runes, the caster inserts the empowered wood in the mouth of a corpse and sings a dark song while burning noxious herbs to call back the spirit. The magic-user can then ask [die]# of questions of the dead. Most practitioners of this dark morðcræft spell restrict themselves to yes or no questions, for it is known that the dead can be spiteful and deceiving, especially when awakened and summoned back to the world. This spell cannot be performed on a corpse a second time until the magic-user has advanced a level. Should the caster roll triples, instead of the normal doom of attracting a number of otherworld beings equal to the triple rolled, the corpse animates and immediately attacks the caster. A number of Underworld creatures equal to the triple rolled are also inadvertently summoned to aid the corpse, and they immediately attack the caster and any in the immediate vicinity.

  • At 3rd Level: Required time decreases to [sum]10s of minutes.
  • At 6th Level: “Duration” changes [die]*2# of questions.
  • At 9th Level: A mystery that requires undertaking a special quest to discover.

Example

Bleo, a 3rd-level magic-user, decides to set a protective ward to protect himself and his companions while they rest for the evening. His MP is currently full with 3 dice, and the Referee informs him that there are oak tree branches everywhere. Not wishing to risk a mishap after a long day, he decides to invest only 2 casting dice in the charm. This will prevent any hostile creatures with 2 Hit Dice-or-less from entering the space. The ward will take him 20 minutes to prepare and cast, and because he is 3rd level he can create a space covering 15 square feet. The player rolls a 3 and a 4 (sum = 7).  The ward, therefore, will last 7 hours. That’s enough time for Bleo, so he decides there is no need to make the ward semi-permanent with an additional sigil rune. The rolled 3 is immediately returned to his MP (now back to 2) while the die with the 4 is depleted until Bleo can rest. Should something happen before Bleo gets a full night’s rest, he will only have 2 dice in his MP to work with, not 3.