As
a designer, magic in Arcana Unearthed posed a huge
challenge. I knew that I wanted to ditch the Vancian system
(and by that, I mean the idea inspired by Jack Vance's
books from the sixties, in which one prepares or "memorizes"
a spell ahead of time, then loses the ability to cast
it once it is cast). I didn't want to get rid of it because
it was bad -- in fact, I fought for it to stay in 3rd
Edition when some people wanted to get rid of it -- but
because it was only one way to handle spells. Certainly
not the only way. And Arcana Unearthed exists to
show that there are alternative ways of doing things.
However,
at the same time, I wanted the spells in this book to
be as compatible as possible with existing D&D and
d20 spells and spellcasting classes. That meant there
still needed to be nine spell levels, pretty much balanced
the same way (although we'll get to balance issues in
a second).
So
what I came up with is a single spell list. No division
between arcane and divine (those concepts are not used
in Arcana Unearthed), and no separate spell lists
for the different classes. A spell is a spell is a spell.
Of course, that approach has its own drawbacks. If everyone
casts the same spells, that's not as interesting. What
did I do to deal with that?
Well,
let me digress and talk about balance among spells for
a minute. It all ties together, trust me.
Here's
a little secret: Some spells in D&D are unbalanced.
I bet you never knew.
Of
course you knew that. Every wizard prepares mage armor.
Everyone knows that magic missiles are better than
every other 1st-level attack spell. They're better than
most 2nd level spells. Invisibility is the king
of 2nd-level spells. Haste rules over 3rd-level.
Harm is just broken. You know the drill. You've
read it on message boards and you've talked about it with
your friends.
So
why didn't we fix all that? Three reasons:
1.
We just plain old made some goofs and oversights. Harm
probably falls into that category.
2.
It's impossible to make every 1st-level spell exactly
the same in power, when you're dealing with such diverse
topics as attack spells, summoning spells, spells that
make the floor slippery, etc. I once proposed, in a wacky
train of thought, that there be 20 levels of spells, just
like there were 20 character levels. That way, not only
does spell level match up with character level, but it
would be easier to balance the spells if they were in
smaller, more precise groups. The most powerful 1st-level
spells would become 2nd-level spells. The low-end 2nd-level
spells would be 3rd level, while the better ones would
be 4th. And so on. But I digress...
3.
The big reason, however, is that to change the spells
so drastically would be to change D&D itself in too
drastic a way. Every wizard casting magic missile
is just so... D&D.
But
with Arcana Unearthed, I was free of all the baggage
associated with this third point. That freedom allowed
me to create virtually all new spells and ditch all the
problematic ones (harm and haste on the
overpowered end, for example, and not-so-great legacy
spells like hypnotic pattern and animate rope
on the other). And if you're saying, "but I love
those spells!" -- well, remember that I've kept things
similar enough so there's nothing to stop you from giving
your Arcana Unearthed mageblade a hypnotic pattern
spell if you really want.
But
what about reasons #1 and #2? Well, regarding #1, I'm
trying my best and we're doing a lot of playtesting. From
what I understand (I could be wrong), but Arcana Unearthed
will be the most playtested player's handbook to come
out this year.
As
far as #2 goes, I created a new concept that classifies
every spell as a simple spell, a complex spell, or an
exotic spell. All casters have access to simple spells,
but only certain casters have access to complex spells.
Exotic spell access is gained only through special feats.
This allowed me to inject another level of balance --
the top-end spells of a given level are complex or exotic,
and at the lower end are simple spells. This goes back
to what I was saying before about variety as well. Now,
all characters aren't casting the same spells. In fact,
it introduces a new level of campaign flavor. There are
spells that one sees commonly -- the simple spells. Even
one who dabbles in magic knows how to cast simple spells.
More rare and strange are the complex spells. You have
to be a real devotee of magic to know the secrets of casting
complex spells. Exotic spells are far fewer in number
and much more rare. A caster who knows a given exotic
spell might be the only mage in the kingdom with that
particular spell. It might be his "signature spell,"
so to speak.
But
how does spellcasting actually work? I'll get into that
next time -- and reveal some other big changes to magic
and spells as well. Including a really nice means of pricing
magic items.
DESIGN
DIARY PAST ENTRIES
*
Design Decisions, Part Two -- December
24, 2002
"Here's
a bit more discussion of some of the general issues
I faced as I began designing Arcana Unearthed...."
*
Design Decisions, Part One -- December
19, 2002
"Before jumping into another big area of Arcana
Unearthed's design, like classes or the magic system,
I thought I'd discuss some of the general issues I faced
as a designer starting the book...."
*
Arcana Unearthed Races -- December
5, 2002
"I
started with the races. While I knew that the game needed
humans as a basis, I wanted all the other races to be
new. I didn't want to just create dwarf and elf analogs
with different names...."