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BX_OldMagic
BX_OldMagic
Introduction
It’s OSR June Jam 2023, and I’m back making
more new things old again! This time, I’m
“demaking” three of my favorite caster classes
from later editions, in the style of Old School
Essentials.
The Oracle. An accursed seer, whose divine
magic comes at a steep price. Oracles cannot
turn undead like traditional clerics, but have
incredible powers of foresight and prescience.
The Sorcerer. The sorcerer is a magic-user
who trades the flexibility of a spellbook for more
spells per day. Their innate magical powers can
be unleashed in destructive blasts of energy.
The Witch. The witch studies the occult magic
of hags and other creatures. Their intelligent
familiars grant access to a wide range of spells,
and secret recipes for creating their own potions.
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Brewing a potion in this way takes 1 day of After Reaching 9th level…
uninterrupted work. After a number of days At 9th level, a witch may start a coven, attracting
equal to the witch’s level, the potion expires, 2d6 apprentice witches of 1st-2nd level. These
losing its magical properties. witches cannot be replaced if they are killed.
1st level: control animal, control plant,
delusion, healing, treasure-finding.
4th level: clairaudience, control human, control
undead, diminution, ESP, fire resistance, growth,
invisibility, invulnerability, levitation.
7th level: clairvoyance, control giant, flying,
gaseous form, poison, polymorph self, speed.
10th level: dragon control, heroism, longevity
Bat, normal
AC 6 [13] HD 1hp, Att 1x swarm (confusion), THAC0 20 [-
1], MV 9’ (3’)/120’ (40’ flying, SV D14 W15 P16 B17 S18
(NH). ML 6, AL Neutral, XP 5
• Confusion. -2 to attacks and saving throws, unable to
cast spells.
• Echolocation. Unaffected by effects that impair,
modify, or rely on sight. Blinded by magical silence.
Cat
AC 6 [13] HD ½ (2 hp), Att 1x claws (1d2), THAC0 18
[+1], MV 180’ (60’), SV D13 W14 P13 B16 S15 (1). ML 9,
AL Neutral, XP 5
• Infravision: 60’.
• Silent Movement. The cat makes no noise while
moving, and reduces damage from falling by 6.
Owl
AC 8 [11] HD ½ (2 hp), Att 1x talons or beak (1d2),
THAC0 19 [+0], MV 360 (120’) flying, SV D14 W15 P16
B17 S18 (NH). ML 7, AL Neutral, XP 5
• Silent Flight. The owl makes no noise while flying.
• Swoop. Can dive onto victims visible from above. If
the victim is surprised, inflicts double damage. On an
attack roll of 18 or more, victim can be carried away
(if it is of appropriate size).
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3rd Level
Witch Spell List 1. Continual Light (Continual Darkness) C
2. Cure Disease (Cause Disease) C
Witches draw their spells from a wide range of 3. Dispel Magic M
sources. Each has a C, D, or M in superscript, 4. Remove Curse (Curse) C
denoting whether the spell is found in the Cleric, 5. Infravision M
Druid, or Magic-user spell list. 6. Fly M
7. Polymorph Others M
1st Level 8. Polymorph Self M
1. Animal Friendship D
2. Charm Person M 4th Level
3. Cure Light Wounds (Cause… Wounds) C 1. Animate Dead M
4. Detect Magic M 2. Charm Monster M
5. Faerie Fire D 3. Contact Higher Plane M
6. Light (Darkness) C 4. Cure Serious Wounds (Cause… Wounds) C
7. Protection from Evil C 5. Insect Plague C
8. Ventriloquism M 6. Stone to Flesh (Flesh to Stone) M
7. Summon Animals D
2nd Level 8. Wizard Eye M
1. Detect Evil M
2. Entangle D
3. ESP M
4. Invisibility M
5. Levitate M
6. Obscuring Mist D
7. Phantasmal Force M
8. Speak with Animals D
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Appendix: Prophecy
Commune and abilities like it are my favorite
Design Choices kind of mechanic. Any time you get to ask the
referee questions? Awesome. It’s my favorite
A lot of “old-school” design is completely part of Powered by the Apocalypse systems.
arbitrary. I included this appendix both to show My first instinct was to give the oracle an exact
my process, explain my intentions, and describe copy of the 5E Diviner’s portent ability.
how I imagine features being used in play. Effectively, you roll some d20s at the start of the
day, and can replace other peoples’ rolls with
Oracle them. After agonizing over it, I decided that
mechanic didn’t feel “old school” enough.
Oracles have always struck me as what I wanted My second instinct was the current ability, but
clerics to be. Prophets, augurs, and soothsayers. with an unpredictable number of uses. After you
The warrior-monk angle just isn’t my thing. used it, you’d roll a d6. If you rolled less than or
Oracles are a surprisingly rare presence in equal to the number of times you’ve used
RPGs, though! Divination is usually given to the Prophecy, you can’t use it anymore that day. 1 to
“mage” class. I liked the ideas behind 6 uses felt too inconsistent to be the class’s core
Pathfinder’s oracle, but not the complexity of it. gimmick, and still didn’t fit the “old school”
design style. So, the generic 3/day limit.
Awareness To distinguish it from the commune spell, I
added the 1 turn “casting time,” and the ability to
This special ability was a straightforward
get more specific answers as you level up. If you
addition, copied straight from the OSE Ranger. It
need instant answers, you can still cast
shouldn’t be easy to surprise someone whose
commune. If you can take the time, prophecy.
whole thing is that they can see the future.
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party doesn’t believe her when she actually does The d10 damage dice of elemental bolts are
find a secret door or something. more volatile than a magic missile. At low levels,
they also have less range. At high levels, magic
Temple missile works like a scalpel. Elemental bolts have
The oracle’s stronghold is a mix of the cleric’s more potential damage, but less reliability.
and the magic-user’s. A small group of devout Elemental blasts have a wide range of possible
apprentices felt more in keeping with the shapes, but must originate from the Sorcerer’s
oracle’s theme, but I preserved the cleric’s ability space. Fireball and lightning bolt offer superior
to get a stronghold at half-price. range, at the expense of a fixed damage type.
Plus, all blasts originating from the sorcerer’s
space emphasizes the “barely controlled magic”
Sorcerer feel I love so much.
Sorcerer was one of the first classes I ever
played. I didn’t get the whole “Vancian Casting” Followers
thing with wizards. What do you mean, Sorcerers, like their powers, should be wild and
“preparing spells?” I can’t just cast them? unpredictable. A sorcerer building a stronghold
The themes of a Sorcerer – innate talent and didn’t quite make sense to me, so I gave them a
barely-controllable superpowers – were also version of the ranger’s feature, with one major
very relatable as a kid with (at the time, change: it’s 4d6 HD instead of 2d12 creatures.
undiagnosed) ADHD. Like their spells, I wanted the sorcerer to pick
While sorcerer is still thematically one of my power over variety – my intent is these HD will
favorite classes, the bitter truth is that in most be dumped into one or two extremely powerful
games it sucks. 3.5/Pathfinder sorcerers are monsters instead of a small army of followers.
wizards, but worse. 5E gave everyone
spontaneous casting, effectively removing the Witch
sorcerer’s special niche. They tried to
compensate by giving them metamagic, only to I’ve always seen witches as a wilder counterpart
release feats that let everybody use that, too. to the academic magic-user. While wizards see
I was committed to avoiding those pitfalls with magic as something to be studied and recorded,
my OSE sorcerer. witches treat it more like a power that can be
borrowed, but never mastered.
Elemental Blasts
At the end of the day, the Sorcerer is the blaster Occult Magic
caster. You don’t play a Sorcerer for utility; you The witch is in a weird place, thematically,
play it to hurl more fireballs per day than anyone where it simultaneously has its own niche, but
else in the party. also doesn’t do anything another class can’t also
However, OSE’s more subdued spell lists do. I decided to double-down on this versatility,
lacked many of the Sorcerer’s destructive staple giving the Witch a thematic mix of spells from
spells. Rather than add all of those back in, I the Cleric, Druid, and Magic-user spell lists.
opted for an approach that gave more flexibility. The Witch uses the OSE Bard’s spell
Sorcerers have a much more limited library of progression, but accelerated by one level, much
spells than magic-users (up to 14 at 14th level, like OSE’s druid compared to the cleric. While
versus an M-U’s minimum of 20). To avoid they lose out on 5th level spells, the versatility of
further limiting their choices, I opted to make their spell list – plus their potion-making – gives
the blaster-casting its own mechanic, without them a whole lot of flexibility in a party.
outshining the existing offensive spells. This A witch of any level can be a controller with
way, learning fireball is still useful, but a sorcerer spells like charm person, a healer, or scout by
doesn’t have to choose between yet another using spells like detect magic.
offensive spell, or something like fly.
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You’ll see plenty of witchy staples on their list, I wanted to put potion-making in the hands of
like curse and polymorph other, along with some a witch from 1st level. My intent is that the
thematically spooky spells at higher levels, like component requirement, the relatively long
animate dead and insect plague. crafting time, and the expiration date on potions
will insulate this mechanic from too much abuse
Familiar by players. A 1st level witch has to spend a day
Familiars always felt kind of tacked-on to 3.5 making a potion, and use it the next day.
Sorcerers and Wizards; I liked Pathfinder’s The levels required to make certain potions is
approach of “bound objects” more, thematically. mostly arbitrary. I used a general guideline of,
However, the way the Pathfinder Witch used “when can the witch do this with a spell?”
their familiar – as a living, breathing spellbook – For example, the potion of delusion lets the
was an awesome thematic choice that justified witch peddle snake oil from the start.
the familiar’s existence to me. Some, like the potion of longevity, I threw on
Even with the bonus hp, even getting to share the high end for thematic reasons. Thinking
the witch’s saving throws, familiars are still very about the witches in Stardust, whose entire
delicate. Fortunately, old-school gaming has a motivation for villainy was eternal youth. I was
built-in fix for this. You don’t want to risk your also thinking about Witcher 2: Assassins of Kings,
familiar in the dungeon? Leave it to babysit the where the finale of the story is all because a
hirelings. Tell me you don’t love the flavor of a vengeful sorceress used a potion of dragon
magically intelligent black cat lounging on a cart, control on a benevolent gold dragon in disguise.
while all the hirelings avoid making eye contact.
If you read closely, replacing a familiar is Coven
cheaper than replacing a spellbook at higher What else could this feature be? This is based
levels – 1,000 gp per level instead of 1,000 gp more on the Thief’s capstone than any other. It
per level of each spell replaced. That’s a bit of a doesn’t quite make sense for witches to have a
boon, since the familiar is still easier to lose. fixed stronghold – they meet where they can,
The ability to deliver spells leads to some usually far away from prying eyes.
interesting options. A bat or owl familiar flying The same constraints that keep witches from
overhead can let a witch cast spells at targets abusing their potion-making also keeps a witch’s
who would be otherwise unreachable. coven from becoming a portable potion factory.
Some of the familiars – like the snake – can be
deadly to low-level enemies. I figure this is a • 1st-level witches’ potions only last one day.
risk/reward thing. If you’re going to risk your • The witches need components from monsters
familiar in a fight, might as well be worth it. for each potion.
• If the witches are spending all their time
Witches’ Brew churning out potions, they aren’t adventuring
Spicy take: I don’t like alchemists and artificers or gaining any XP.
in my games. The easy access to magic items,
I suppose, given enough time, you could train
plus things like bombs and firearms, all feel too them up to be a portable potion factory, but at
scientific for my preferred flavor of fantasy.
that point, I’d say you’ve earned it.
Potion-making should be the witch’s thing.
“Fire burn, and cauldron bubble,” bitches.
A massive amount of “not in the rulebooks”
magic is covered by magical research in Old
School RPGs. You want to make a voodoo doll of
an enemy? Magical research. You want a broom
of flying? Magical research. Technically, making
potions is already allowed by magical research…
but it’s expensive.
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