This is mainly sprouting off a few of the ideas I put in this thread regarding adjusting the magic system of the LotR RPG to the First Age. I particularly agree with Manveru who says:
With this system, I want to provide a system for more flexible and (potentially) more potent magic while staying within the basic framework of Tolkien's ideas yet staying as close to the current system as possible without just having spell lists. Any comments you have that can help me achieve this goal are more than welcome.The CODA LotR system is definitely not equipped to accurately handle FA magic out of the box. For one thing, most of the "Spells" are really just examples of power display from the text that were given a spell description and sent on their way. Don't get me wrong, it obviously took a lot of research, and it does a lovely job of representing a given EFFECT in the system, but it's a very minimalist and shallow magic system because there's no HOW, WHY, etc. of magic or of these powers, it's just a list of wacky special effects as written. It works well enough to reproduce certain effects that readers encountered in the books, but doesn't really try to do more than that most of the time. I think a truely flavourful, faithful, and evocative First Age game would require an overhauled magic system.
This system assumes that the Narrator and/or the players have read The Silmarillion and have a basic idea of how magic works in the First Age.
The gist of the idea
As a general guideline for what magic is and how it works in the First Age, I am going by what Tolkien stated in his preface to The Silmarillion (Houghton Mifflin, 2001). I am going by the view that "[The Elves'] 'magic' is Art, delivered of its many human limitations: more effortless, more quick, more complete (product, and vision unflawed in correspondence). And its object is Art not Power, sub-creation not domination and tyrannous re-forming of Creation" (xvii).
Important words
The Art: Magic. Specifically, magic that is used as sub-creation (as opposed to domination or the re-forming of Creation). This is called the Craft by Dwarves.
Dominion: Aspect of Arda over which a Vala is given power.
Sorcery: Magic used to gain power, usually through domination and corruption. It includes spells of "torment, ruin, anguish, despair, and death" (LotR RPG, 160). Also called Udûn and the Dark Art.
Spell: Particular use of the Art.
Simple: Spell that has only one "step" required to perform its intended effect. Example: Kindling a fire only requires the ignition of the fuel (wood or oil or anything else that burns).
Complex: Spell that involves several "steps" to accomplish its intended effect. Example: Calming a storm is composed of three steps. First is getting rid of thunder and lightning. Then the rain stops. Finally, the clouds disperse.
Subtle: Magic that can easily be disguised as another activity. The activities of the caster matches the effect of the spell. Example: Most uses of magically enhanced craftsmanship.
Overt: Magic that is obviously magic. The actions of the caster do not match the effect of the spell. Example: Calming a storm by singing.
The way it works
Magic is organized into different spheres of influence according to the Valar who have power over these aspects of Arda. These Valar are essentially the Powers That Be in the world, guided by their vision of the Themes. For the time being, I'll call them Dominions because it is more fitting that Specialties and because it sounds cooler. The Dominions are:
- Air & Storm (Manwë)
- Kelvar & Olvar (Yavanna)
- Light & Secret Fire (Varda)
- Water (Ulmo)
- Fire, Earth, Stone, & Metal (Aulë)
- Judgment (as in insight or perception) & Prophecy (Mandos)
- Sorcery (Melkor).
PCs have ranks in each of these Dominions just like they have ranks in their skills (even with the maximum of 12 ranks; the guidelines for the meaning of different skill ranks can be found here).
Unlike normal skills, you don't get free reign to distribute picks how you like. When you first choose the Spellcasting order ability, you get your first Dominion for free and 5 spell picks to spend however you like. You can put all 5 picks into that first Dominion, spend 4 picks and gain access to another Dominion (leaving 1 rank to put in either Dominion). Spending spell picks for more Dominions works just like spending advancement picks for entry into a new order. You generally cannot use the power right away, but you are given access to it for spell picks gained later.
Sorcery, however, works slightly different. While any spell that aims to dominate or re-form Creation is sorcery and includes effects of "torment, ruin, anguish, despair, and death" (LotR RPG, 160), the corrupting influence of Melkor is indeed a power of its own. As per the core book, using sorcery automatically gives characters Corruption that cannot be removed. I don't know whether or not to include the Willpower test for resisting further corruption because I do not like having the characters' moral qualities determined by a die roll.
Learning sorcery is different in the First Age. Since sorcery is actually a corruption of the other Dominions, Maiar, Elves, Dwarves, and Men may not learn Sorcery as their first Dominion. To learn the Dark Art, characters must already be on the road to Corruption. As a character's potency in the Dark Art increases, their ability to use the sub-creative functions of the other Dominions decreases, instead favoring using the Art to gain power over others or to spread misery and death. Sorcerers who have the Light & Secret Fire Dominions change it to Darkness & Udû (Dark Flame). Light & Secret Fire represents the power of goodness and hope, which are diametrically opposed to the ends of the Shadow.
After buying the Dwimmer-crafty order ability, you can begin the process of turning a spell into an ability or simply eliminate the need for words and/or gestures.
Things are slightly different for loremasters. Since their Art is based more upon learning and wisdom than on the raw power of magicians, it is natural that their magical abilities stem from that. To be able to cast spells, loremasters must have 10 or more ranks in the Lore: Magic skill and either the Expertise (Magic) or Scroll Hoard order ability. Afterwards, they may gain the Spellcasting order ability which works exactly the same as that of Magicans, granting them 5 spell picks each time they take this ability. The combination of prerequisites for loremasters and the magician's order abilities keeps the magician firmly in the position of the most powerful users of the Art.
When you use the Art, it is just like making a skill test. Your roll 2d6 + ranks + Bearing modifier +magic-based bonuses (like the Elves' Art racial trait or the Dwimmer-crafty order ability). This test cannot be modified by Courage, but there are other ways to gain bonuses or reduce penalties to the test.
TNs and Results
For the TNs of spellcasting tests, I am taking a hint from the book and using the Rule of 2. Whatever factors work in favor of or against a character when casting a spell works in multiples of 2. So, adjustments will always be in + or -2 for each factor contributing to how difficult it is to use the Art.
Simple, subtle effects have a base TN of 10. Example: a Laiquendi wants to help himself and his companions avoid being detected by fell beasts and monsters as they travel through the wild. The base TN for this is 10, since there are a number of simple, subtle ways this can come about. If the companions are wearing clothes that can already blend into the forest pretty well, the TN can be adjusted to 8 (-2 for one additional factor in their favor). If they are dressed in white court clothes in the middle of summer, the TN will probably be 12.
Complex, subtle effects or simple, overt effects have a base TN of 15. Examples: Vanion conjuring a beam of divine light to drive off the servants of the Shadow pursuing his comrades has a base TN of 15. Galist's making the soil in the gardens richer and more fertile to allow for healthier plants and flowers would also have a base TN of 15 because it would be an involved, time-consuming process, although not obviously magical except to those who can sense these things.
Complex, overt effects have a base TN of 20. Example: Calming a small, slightly powerful storm. However, since the storm is small as far as storms go (-2 TN) and is not that powerful (another -2 TN), the final TN would be 16. For simplicity's sake, it is possible to reduce it to 15.
The particular results of using magical powers is up to the imagination of players and the discretion of Narrators. As long as it falls within the guideline provided by Tolkien (as quoted above), it should be fine. When making judgement calls about the effects of a spell, Narrators should take into account the nature of the thing being altered or influenced and ask themselves how the success or failure of a spell can be described as being easier or more complete without necessarily using mechanical bonuses. This is what is meant by the "benefits" listed below
Example: If a character rolls a superior success to kindle a fire using the Fire, Earth, Stone, & Metal Dominion, there are several non-mechanical boons the Narrator can give based upon the nature of fire. Fire needs fuel, and great care must be taken that it does not flare up or spread uncontrollably. The only thing the characters need to take heed of is not to put anything into the fire they do not want burnt. Taking away these concerns is a non-mechanical yet tangible way of making fire easier to use.
For each degree of success, a spell may have one of the listed results. Keep in mind that these are guidelines for the maximum potency of a spell, not the exact effect it will have. In general, the higher end of each success level should give more boons than the lower end.
- Marginal success (exactly TN): cosmetic effect, does no damage, base range measured in feet, affects one individual, duration measured in minutes or rounds, +2 to a test result, other very minor benefit
- Complete success (1 to 5 above TN): minor effect, base damage 1d6 + Bearing modifier, base range measured in yards, affects a small group (no more than 10), duration measured in hours or scenes, +5 to a test result, several very minor benefits
- Superior success (6 to 10 above TN): significant effect, base damage 3d6 + Bearing modifier, base range measured in hundreds of yards, affects a large group (no more than 100), duration measured in days or chapters, +10 to a test result, several minor benefits
- Extraordinary success (11 to 20 above TN): major effect, base damage 5d6 + Bearing modifier, base range measured in miles, affects a huge group (no more than 1,000), duration measured in weeks or stories, a +15 bonus to a test result, other significant benefit
- Legendary success (21+ above TN): world-changing effect, base damage 10d6 + Bearing modifier, base range measured in hundreds of miles, affects a host (1,000+), duration measured in years or chronicles, +20 to a test result, several significant benefits, other major benefit
What about Weariness?
If a spellcaster fails a roll to use magic, he must make a Weariness test with a TN depending upon the type of spell cast (simple or complex, subtle or overt) and the type of failure. For each degree of failure, add a cumulative +2 to the Weariness TN.
Simple, subtle spells have a base Weariness TN of 5. Complex, subtle effects and Simple, overt spells have a base Weariness TN of 10. Complex, overt spells have base Weariness TN 15.
This Weariness test represents the physical and psychological toll spellcasters using the Art experience when they exert themselves too much. Just as in the core book, Stamina is used to resist Weariness.
Of course, not all Weariness comes from failure. The Narrator may call for a Weariness test even for using the Art frequently or for casting overt spells. The base Weariness TNs are the same as for failure, but for each excessive use of the Art, add +2 to the Weariness TN.
Calling for Weariness tests for frequent use of the Art can go one of two ways. The first and most restrictive is to call for a Weariness test when PCs cast a number of spells per day (or session, if you prefer) greater than their Bearing modifier. There is a cumulative +2 TN for each spell cast afterwards. So, the second spell cast in excess of the guideline gets a +2 TN, and the third spell cast gets a +4 TN. The less restrictive way is to base this test off the Bearing score or perhaps the base Stamina or Willpower reactions (not those modified by racial traits, edges, or order abilities).
Changes to magician order abilities
Spellcasting Method
Instead of giving fringe benefits to using the Art, Songs of Power and Runes grant substantial boons. Whenever your character uses Songs of Power or Runes while casting a spell, you add his Perform: Song ranks (for Songs of Power) or the appropriate Craft skill ranks to the test for casting (for Runes). It works this way because by doing these things, you channel mystical powers much more potently due to how much more closely it follows the idea of "sub-creation" than outright will-working.
Spell Specialty
As core book. Narrators are within reason to ask for a few ranks in the Lore skill related to the Vala associated with the Dominion selected for the Spell Specialty order ability. 4 to 6 ranks in Lore: Specific Vala should be good enough.
Dwimmer-Crafty
As core book, but instead of applying to a spell from the grimoire, it applies to a particular spell the player uses often. Players are encouraged to name the spells they use for Dwimmer-Crafty (if they haven't already). It is certainly reasonable for Narrators to require Dwimmer-Crafty to be applied only to spells cast frequently during the game.