Thursday, July 21, 2016

Class Stuggles: The Thaumaturge

I am a sucker for new classes, especially magic-using classes. So I was very pleased to hear that +Matthew Skail was releasing a new class designed to replace the magic-user in OSR games.
The Thaumaturge is a 20-level spell casting class in 10 pages for any OSR-like game.

The main feature of the titular class is their non-Vancian spell casting system.  Now  I will admit that I am a fan of Vancian magic. It is part and parcel of playing D&D in my mind.  That being said I have experimented with a number of non-Vancian and spell-point enabled systems over the years.   But I keep coming back to Vancian magic.   The Thaumatuge is a well thought out class though and the system has merit.  There is a bit of 3.0 in this class' DNA, namely extensive use of the ability modifiers, but not so much as to drive away die hard Grognards.

The class is well written and could easily be dropped into any OSR game.  In fact I think such things should be encouraged; different lands should have different types of magics.

The main feature of this class though is not just the spell-point system, but rather a system that gives the magic-user the means to do some dice-rolling just like the melee types.  Having seen this more in 4th and 5th edition for arcane types, this is not something to be underestimated.  People love to roll the dice to see if they hit or, in this case, a spell's success.   There is even something in this that I normally call a "repeated casting modifier" (called Overcasting here).  The idea of the "Mastered Spell" is also a nice one.   Again, nothing we all have not seen elsewhere, but still nice to have in one place.

Since this is designed to replace the standard Magic-User it still uses Intelligence as the primary ability.  I think though a strong case could be made to replace that with Charisma and make it a unique class.  They can use the same spells as the Magic-user does, much like how the magic-user and elf can in Basic, or the Wizard and Sorcerer in 3rd edition.

There are also a couple of new spells and some new magic items.  All for less money than a 20oz bottle of soda and a bag of chips.

There are some formatting issues with the document.  Page numbers would also be nice and I'd put in a manual page break over Optional Rules.

Thoughts on Expansion
While reading this I could not help but think that is actually two classes.  First, there is the stated design goal, an augmentation of the magic-user class.  But there is also a completely new class here as well.  We can call them the Thaumaturgic Wizard and the Thaumaturge respectively.  Now on paper there is no real difference here, but the concept opens up new possibilities.
The Thaumaturgic Wizard implies there can be Thaumaturgic Clerics, Thaumaturgic Illusionists or even a Thaumaturgic Witch.
The Thaumaturge, however, is a different sort of caster.  To go with the dictionary definition of Thaumaturgy you would almost need to add a little bit of clerical power to them without necissarily invoking some diety.  Or at least a couple of the cleric's spells.   Again, I'd base his spellcasting ability on Charisma at this point and make him something like a counterpoint to the witch.

This class as written would also gain some benefit from some of the ritual casting as presented in +Kasimir Urbanski's Dark Albion: Cults of Chaos.  If you use spell points then places of power is a nice logical extension.

I have to say there is a lot of ideas here, certainly more than it's page count suggests.

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1 comment:

  1. I suppose you could adjust the existing magicuser. Spells per level are memorizable spells and intelligence bonus is times you can cast the spell in a day. 18(+3 bonus) int wizard of first level memorizes magic missile. Is able to cast it 3 times a day. It makes your a wizard viable heavy hitter

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