The last one gave you monsters, this one gives you
you. A character to play. Specifically an apprentice mage in the Valley of Fire.
So this is kind of the Players Handbook for the Chthonic Codex. All of the
classes are Magic User.
Let’s go through what you find inside.
The 5more system
Paolo has come up with a handy d6 omni-system for
deciding things that is also a skill system. It seems simple, but like a lot of apparently
simple systems the granularity that isn’t on the dice ends up seeping into the
game, with good and bad effects, which we will examine as we go on.
I prefer a d20 but whatever.
Did I whine about this already in the last review ?
I’m whining about it again now.
Apprentice Preparation
So we have a new casting system. I am one of those
people who daydreams of playing a Magic-User, then takes a long look at the
rules for that in almost any game and thinks ‘fuck no’. So this review comes
from an essentially sceptical place.
Magic points.
Each spell only once per day.
Only casters generate magic points.
Spells and points come back at dawn.
You can get other sources of magic points.
A new learn magic spell that isn’t read magic.
Rules for learning magic are exactly as irritating
as I have always found them
I like that spells are renewed by the sunrise,
which is simpler than memorisation and easy for everyone to understand.
I like the new ‘read magic’ equivalent ‘Unveil Arcana’ which is a bit like that and ‘Identify’
which make sense to me as magic comes in all kinds of crazy forms. If you fall
asleep with something next to your head you learn about it in your dreams
without expending the magic points. I like that.
Stuff
You get free stuff when start. One thing you do
not get is a weapon. (You do get a knife and staff but they are almost the only
normal weapons mentioned in the entire book, which fits the feel of the ‘Magic
University’ setting and makes it more fully a problem-solving-improv game
rather than a fighting game.
Since the free stuff depends on your college I
would probably have put it in those sections. That way you can print it out for
each player.
(Artificers do get a crossbow maybe (or even a
gun!))
Then there is a list of 180 rrrrandom items. This
is a slightly more ‘Blackadderish’ list than the mainly-serious ‘Zakish’ list
that matches the tone for most OSR item lists. It’s a bit more gonzo and funny
than the rest of the book and in a slightly different way.
I smell Barry Blatt on this list.
Art Of Magic
Oh god rules for crafting rope
hhhnngg, rules for picking flowers
Somewhere there is someone who dreams of going to
a fantasy land full of adventure and danger and becoming a pharmacist. But not
here.
Does anyone ever research spells? I feel like
Brendan might. I must have read spell-research rules in about 20 games. Never
seen them used. Well they have to have some as that’s what this game is about
and here they are
Rules on spell casting - this bit is interesting
Some questions. Can anything be a curse? That is,
a normal spell with a negative effect cast with a specific trigger that you say
out loud? Or is it just things with 'curse' in the title? If its anything then that’s
a very innovative and wide-ranging change.
Dispensations - these are very good, more on these
later
Alternative procurement! – There is raw magic oozing
out of the earth and you can go down there to huff it like fumes and invent
spells. This is what everyone will be doing. So you can go into the caves (for
a low low price) get lost and go crazy. Then you get the spell but there is
something freaky about it that makes you mental or mutated or obsessed with
some strange thing. Good. This makes the dullards up top carefully researching
spells look even more boring.
Mana-Tar gives you magic points and also acts on
you a bit like a drug with some serious side effects. This is good, turns mages
into sketchy addicts.
THE SCHOOLS
Fire Dervishes
If I was going to bet on a single simple idea from
Chthonic Codex going out into the wider nerdosphere and becoming a new fragment
of the Generalised Fantasy Arcytype it would be the reinvention of fire mages
as Sufi Dervishes.
It was about time someone weaponized Rumi. The character
of the Fire Mage and the mystics relation to god match perfectly. You fall in
love with the fire, the closer you get to it the more pure your love becomes.
As you empty of everything else the fire loves you more and more. Except this
time the fire is not a metaphor.
The spells are ok fire spells. Hope you like
burning stuff. The dispensations involve losing control and endlessly dancing
so that works. High Level spell Invocation of the Raptor of Embers is my
favourite reincarnation spell that I have read anywhere so far.
Gatekeepers
Door mages essentially. The dispensations are
excellent, leading to players talking to doors, obsessively building their own
doors with fancy embellishments and leaving secret marks, circles and glyphs
everywhere. These guys start off as someone who is really good at running away
and end up as a general TARDIS mage.
There are some very powerful but highly specific
spells limited by both what you need to do them and the fact that, like all
colleges, you can only be this
college. No mixing and matching.
Chimerists
Be friiiiends with the animals and annoy the DM by
bringing like twenty pokemon to every fight and constantly playing the flute.
Example Spell: Xanathon's Xenophilia
“This spell effects two beings of very different
species. The two subjects of the spell will save or be very very physically attracted
to each other, regardless of inconvenient incompatibilities.”
PAGING RPG.NET
The only problem here is the spell doesn’t specifically
say they will produce viable young, which I think is the point? Unless you just
like watching them fuck.
This class is about seducing frogs, stabbing
people and being naked. Maybe you are a friendly Dr Doolittle type or maybe you
are Ash from Alien looking at the Geiger monster in a jar and talking about its
‘perfection’.
Stargazers
These guys look into the future every night and
then spoil everyone’s fun by worrying about it all day. The class is mainly
about moving odds around, getting intimations of the future and trying to shift
things generally in your favour. The dispensations work well with making the
character obsessed with the future, with doing or not doing certain things.
The basic fortune-telling mechanism is another
occasion where I must revolt against Paolo’s use of the D6. Instead of one d20
or d100 you get like a five stage process of d6 rolls.
Question, they say if you are down a well and look
up, you can see the stars. Much of this game is assumed to take place
underground, if you look up from a cave through a narrow well-like crack in the
day, can you do stargazing then?
There is another really good high level spell in ‘Call
Down The Baethilus’ which I think is what they cast on Monkey in journey To The
West to trap him under that mountain.
NNNnecromancy
Immortality, blood, pineal glands, eating hearts,
messing with bodies another good high level spell essentially makes you Sauron.
Much of it specifically ‘evil’, so if you want the play the #notallnecromancers
necromancer or the ‘Don’t We Need Slytherin Really’ guy then you will have a
hard time doing so.
Artificers
In a sense this is half a school given in the
spell list. It’s all meant to interact with the crafting system I skipped past
earlier on. You can make commander data and gradually upgrade him. A bunch of
other rather odd spells. For people who like building things really. You get a
gun! (I mentioned that already). There would be a lot of interaction with the
DM to decide what you can or cannot do but the possibilities are wide open. Go
from MacGuyver to Aulë.
Pharmacy
The big deal with these guys is they can heal you
and also they know a lot about plants. They are almost the only guys who can
heal you. I wish that was more interesting. Interacts with the plant rules the
same way artificers interacts with the crafting rules so they are almost both
half-a college if you just read the spell list. Scrap you might like this.
Plants?
There are some very nice pictures of plants.
Hermits.
I like these guys, simple rules too, spells are
characterful and appropriate, goat based. The most original of all the schools.
Paolos goat fetish really came out with this one.
Asceticism - this is another form of spell
research which is less boring than normal spell research. No books, no stuff,
one tenth the cost, at least twice the time, sit on your own and think. People
are going to be like Patrick you don’t want to search for plants or build
things but you do want to sit alone in a cave and to that I say yes that is who I am.
Captivating Container is a pure, excellent
fairy-tale spell.
This class turns you into the guy who turns up an
a Greek Myth and you are like ‘Fuck no hero don’t talk to that guy’ but they do
and end up fetching hot girls for a Cyclops to eat because they made the wrong
deal. Well now You can be That Guy. The weird soothsayer from Act
Two who fucked everyone’s shit, running in and out of your self-made karst on
your goat legs.
Three Spells About Undergound Trees
At the end there are three spells about
underground trees.
There they are.
Dispensations
Dispensations in the spell descriptions are
elements of the imagined world which, if they are in place, allow the Magic
User to cast a spell without using Mana. Or in standard Old School D&D,
without using a spell slot.
This is interesting. It does several things I
like.
It offloads complexity onto the written document
so you don't have to remember it all the time. But does so in a short and
simple way that doesn’t add much weight to the spell description.
It gives strong impetus for the PC to interact
with the world in a certain way in order to gain advantage.
So a Gatekeeper spell is that you can talk to
doors and see what went through them. But if you build your own door and make
it fancy with at least 100 worth of stuff then you can always talk to it
without cost. So gatekeepers end up in houses and buildings full of really
fancy doors they made themselves.
Dervishes can animate tiny spirits from fire. If
they choose to they can do this for free, but they get more spirits and cannot
control what they do.
Chimerists can make frogs into giant frogs, but if
they seduce the frog first they don’t need to burn the spell points.
This leads to mages doing a lot of mage like
stuff, looking for weird things, building things, dancing, playing instruments
etc. It produces excellent magelike behaviours which the player will fully indulge
because it gets them something if they build their own doors.
They are a bit like Carcosan Rituals but embedded
into the Players info rather than the setting.
Question: do level 9 spells take 9 mana to cast,
or one? If its one then the dispensation for high level spells is not that
useful since for a 9th level mage burning 1 mana isn’t such a big deal, if its
9 then the dispensations are VERY useful indeed.
How would it work, what would you do with it ?
If you use this as-written you get a bunch of disparate
mage PCs who are all going to act stranger and stranger but really can’t get
much done on their own. So the stage is set for co-operation and conflict.
The characters of the schools are embedded well
into the objects, spells and behaviours that surround them.
If you want to tear it up and turn it inside out you
can turn the Players handbook into a setting relatively easily. The schools
become mages you can talk to who both need and resent each other. The specifics
of the Dispensations become quest seeds.
I would make a Karst desert full of Goaty hermits
in caves or on the tops of poles and Fire Dervishes spinning endlessly on pools
of vitrified glass.
This is a fantastic review of what (I hope) is a fantastic supplement. You do an excellent job of conveying how fresh the ideas are. I bought the book because of this review.
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