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DESIGN DIARY

With the forthcoming release of Mystic Secrets: The Lore of Word and Rune (September 23), it's time for Malhavoc Press to pull back the curtains on this book and show you what's inside. Over the next few weeks, I'm going to go through the book and show you its nuts and bolts. I want this to be more than a simple preview of the book, so I'm going to pay particular attention to how I made design decisions and what the book hopes to achieve. — Mike Mearls

Mystic Secrets Revealed—Part Three: Magic
DATE: September 23, 2004

by Mike Mearls, illustrated by J.P. Targete

Illus. JP TargeteOur journey through Mystic Secrets is almost at an end. By the time you're reading this, the book will be available for purchase in PDF format. The print release is November 1, giving those of you who prefer paper to electrons a few more weeks of waiting. Hopefully, these behind-the-scenes articles have been useful. The feedback has been positive so far, and if you have an opinion on this series, let us know on the message boards.

With that out of the way, on to the magic!

S-p-e-l-l Spells Trouble

I have a bit of a confession to make: I don't like designing spells. For some reason, I've never had the same affinity for them that I have for monsters, feats, and other stuff. When I looked over my outline for Mystic Secrets and saw I had a few thousand words set aside for spells, I knew I was in trouble. It takes me a lot longer to come up with spells than other material. I had to let my nascent ideas sit inside my head and stew for a while before I was ready to tackle them.

The key thing with spells is that they're all unique, but they have to fit into the continuum of spell levels. It's relatively easy to look at a feat and compare it to others that give similar bonuses, but most spells do completely unique things that don't have much else to rest on in the system. Worst of all, at least for me, is that spells don't always have an obvious analog in the "movie" of a roleplaying game. I can picture what a cool new feat might look like when a character uses it, but when it comes to spells, I'm stuck on fireball, rope trick, and other old standbys. I think this ties back into the type of gamer I am. I'd much rather use an existing spell to do something really clever than just make up a new one. When I sit down to design spells, I always have to come up with five ideas for each finished spell, because a lot of the stuff I think of really has no point in seeing print. Who needs a lightning bolt that just inflicts cold damage? If I had my way, I'd invent a new magic system, or maybe create new rules that expand how the core magic system works.

But, when push came to shove, this book needed spells. Here's one of my favorite spells from the book -- a low-level one. It's not very powerful, but it shows off my obsession with bending and abusing spells:

KNOT

Transmutation
Level: 0 (Simple)
Casting Time: Standard action
Range: Personal
Target: You
Duration: One hour or until discharged

You gain a +5 competence bonus to a Use Rope check you complete within the spell's duration. If you take 20 or take 10, apply this bonus to your final check's result.

Heightened Effects: You gain a +10 competence bonus to your next Use Rope check within the spell's duration.
Magic Item Creation Modifier: Constant x2

Sure, Mystic Secrets has spells that allow you to call a tidal wave upon an entire city or blast a creature with the power of the sun, but this is the sort of spell that I use when I play a spellcaster. My reasoning is pretty simple: who takes ranks in Use Rope? Unless you've built a character who is worried about letting captives run free (or who may have hobbies that are perhaps best left unmentioned in a G-rated design diary), you don't have any ranks in that skill. This 0-level spell lets you secure a captive or tie a knot like you don't have 10 thumbs. Given Arcana Unearthed's flexible magic system, you can afford to ready it without leaving yourself short a critical, useful 0-level spell.

Okay, who am I kidding? "Critical" isn't a word we normally paste on cantrips, but knot is the kind of spell that keeps those 0-level slots useful.

Rune Templates

The second topic for this week's installment is rune templates. Last week, I mentioned that I worked through a few ideas for runes before settling on my final design outline. The concept of rune templates tumbled out of that process and survived to see the final manuscript. If there's one thing I like, it's trying to look at the rules in a new way. If monsters can have templates, why not magic items?

The rune templates allow you to bestow upon almost any magical item the traits associated with a specific rune. Have you ever wanted to forge a shield that would never suffer damage? Slap the eternity rune on it. The rune of fire creates an item that gives you fire resistance 10, while it has immunity to fire. Best of all, fire creatures recognize the rune and are reluctant to attack you. You can place these runes on any magical item, granting additional benefits to anything from a ring of spell turning to a rod of cancellation.

The rune templates arose when I thought about magical weapons. You can take a +1 light pick and make it a frost weapon, or a sonic one, or one that can slay undead creatures. Why not extend the same basic design principles to other magical items? The basic structure of weapons and armor make them ideal for this sort of extensibility, since their value can be represented as a total bonus, from +1 to +10. A weapon's price goes up exponentially as its power increases, which makes sense when you think about it. The flaming trait is a lot more useful on a +4 weapon than a +1 weapon, since the item with the higher attack bonus hits more often and thus uses its flaming trait's benefits more often.

That exact relationship doesn't exist with non-weapon items, but there is a similar one. The more abilities you pile onto an item -- especially passive ones that are always in effect -- the more efficient an item is. Since you have a limit on the number of magical items you can use at one time (you can't wear two magic hats at once, for instance) this stacking effect lets you gain more benefits with fewer items. Thus, I had to price these effects with that in mind.

Luckily, that adjustment is easy to account for. Aside from this advantage, the abilities the templates offer don't really synergize with the magical items you place them on. Your ring of protection +1 is more useful if it has the fire rune template, but it isn't exponentially better. The same benefits would be just as useful on a hat of disguise.

A Final Word

With Mystic Secrets ready to hit the Internet, I wanted to take this opportunity to publicly thank all the playtesters who played such a big role in making the book better than I could've made it on my own. Playtesting is the line that divides a mediocre book from a great one. It's probably the most important step in roleplaying-game design.

Frank Carr, Bill Collins, Chris Cumming, Jay Imhoff, Geoffrey Nelson, Del Shand, and Alex Yang all took the time to type up their impressions of Mystic Secrets, compile reports of their experiences with it, and provide a lot of useful comments and insights. Along with the players in their groups, they did a tremendous job. The magic in this book wouldn't have been possible without them. Thanks, guys. Take a bow!

 

DESIGN DIARYMIKE MEARLS ARCHIVED ENTRIES

* Mystic Secrets Revealed: Part Two: Runes -- September 16, 2004
"This week's installment looks at runes, the magical symbols that form the basis of much of the lore and power in Monte Cook's Arcana Unearthed..."

* Mystic Secrets Revealed: Part One: Rituals -- September 9, 2004
"This installment tackles rituals and ceremonies, the first and perhaps most important chapter in the book..."

 

DESIGN DIARY—MONTE COOK ENTRIES

* The Violet: Designing an Alien Realm -- August 5, 2004
"Beyond Countless Doorways offers a wide range of planes, and thus a wide range of experiences for players. It has elemental planes, hellish realms full of demons, worlds different but probably not too different from your regular campaign world, and more ..."

 
 
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