New Common Magic Spells

It was intended as a progressive spell - the concept was that the amount of protection provided would vary according to the amount of magical energy that the caster places in the talisman. I decided that it should give +10% per point of Magnitude to match the bonus provided by a number of other Common Magic spells. Is that too powerful in this case? I'm not sure.

Perhaps I will change the change amount of time required to attune another talisman to 20 - POW hours (with a minimum of 1 hour). The character needs to wear the talisman continuously during this period, but doesn't need to take any other actions. However, it might be possible to reduce the attunement time by with a Difficult (-20%) Meditation roll. What do you think?
 
Prime_Evil said:
Is that too powerful in this case?
I do not think so, the protection part is of course fine, my little
problem is that the spell includes a detection magic, too:
After it has discharged, the talisman may glow faintly or feel warm to the touch for 1D4+1 rounds.
... which seems to make it a kind of "two for one" spell at Magni-
tude 1, because Detect (X) is normally a Magnitude 1 spell in its
own right.
Perhaps I will change the change amount of time required to attune another talisman to 20 - POW hours (with a minimum of 1 hour). The character needs to wear the talisman continuously during this period, but doesn't need to take any other actions. However, it might be possible to reduce the attunement time by with a Difficult (-20%) Meditation roll. What do you think?
Looks very good to me.
 
Ok...time for another quick spell....

Threshold Guardian
Magnitude 2, Trigger, Duration (1 Hour)

This spell is designed to be cast upon a door, window, gate, or similar portal. Whenever a living creature with a SIZ greater than 1 opens the portal or crosses the threshold, the caster receives a mental image of the intruder - provided that the caster is still within a radius of POW x 100m of the location within the event occurs. Note that the caster will not be able to discern any details about the intruder that would not be visible to his natural senses - for example, if the creature entering the portal is invisible, the caster will know that something entered that entrance but will not know what it was. Likewise, if the area around the portal is shrouded in shadow, the caster might not be able to tell the identity of the intruder unless he has some means of seeing in the dark. Even in the best possible conditions, the caster receives a brief glimpse of the intruder and the GM may require him to make a Perception roll to remember minor details pertinent to the adventure. Remember that this spell only detects the presence of living creatures - malign spirits, undead beings, and animated constructs such as golems can open the portal without triggering the spell.

Hedge wizards often enchant this spell into a rune or glyph carved into the entrances to their home, warning them whenever somebody attempts to enter their sanctum. This helps them to maintain their reputation for arcane power....

Note: There is a rare variant of this spell designed to be cast upon a sealed container such as a chest, strongbox, or coffer that alerts the caster as soon as a living creature successfully opens the container. The only restriction of this spell is that the sealed container can have a maximum ENC of 4.
 
After it has discharged, the talisman may glow faintly or feel warm to the touch for 1D4+1 rounds.
... which seems to make it a kind of "two for one" spell at Magnitude 1, because Detect (X) is normally a Magnitude 1 spell in its
own right..

Keep in mind that this spell can only be used to detect the condition that triggers the talisman - it shouldn't be as flexible as Detect (X). And it can only be used to detect a single instance of that condition. Also keep in mind that the talisman only produces light or warmth when the adventurer needs to make a Persistence or Resilience roll to resist the specified condition - in most cases, the character will be aware of the hazard anyway at that point. There might be some corner cases where this is not the case - the Talisman Against Being Swindled by Merchants springs to mind - but most of the time the adventurer will be aware that he has been poisoned or is starting to drown...

To be honest, the notion that the talisman should glow faintly or feel warm to the touch was inspired by fantasy literature, where this seems to be a common trait of minor protective devices. How othen is a protagonist given a talisman that turns out to protect them against some sort of evil influence? And how often is the talisman said to glow or feel warm to the touch when it successfully saves the character?
 
Prime_Evil said:
To be honest, the notion that the talisman should glow faintly or feel warm to the touch was inspired by fantasy literature, where this seems to be a common trait of minor protective devices.
No problem with that, I have just a tendency to be very stingy
when it comes to magic. :wink:
 
Ease Childbirth
Magnitude 1, Progressive, Touch

The spell eases the pain of labor and reduces the risk of complications during childbirth. In addition to providing relief from pain, this spell increase the chance that a baby will survive premature birth and hazards such as becoming entangled in the umbilical cord. It also makes it safer to deliver a baby who is in a breech position. This spell can even be used to induce labor if the baby is overdue by a number of days greater than the mother's CON / 3 (Round Down).

When this spell has been cast, both the mother and the baby receive a +10% bonus per point of Magnitude to Resilience or Persistance rolls required during labor. They receive the same bonus to any rolls required to avoid post-natal complications. This spell is often learned by midwives - note that the realistic (but brutal) risk of infant mortality is greatly reduced if every village has a wise woman who knows this spell.
 
Ease Childbirth may sound like a great idea. But the lesson of modern medicine is that if you decrease infant mortality, you cause a population explosion that the local resources can't sustain. However, such modern medicine is fairly new in our world, it may be that a fantasy world where Ease Childbirth is common will already be adjusted to deal with it - but what is that adjustment? Having religions teach contraceptiuon would be a reasonable balancing factor. If you decrease infant mortality, you have to either decrease the birth rate sonmehow or you get exponential expansion and a crash.

But then you get into selective pressure and the survival of the fittest - communities that restrict their birth rate will be overrun by those that do not. So the exponential growth and crash becomes inevitable.

Nice idea. But if you think it through, it's not practical. With magic such as this, your fantasy world becomes the modern world with all its modern, very anachronistic problems. It has to be uncommon, something that only a few have the aptitide to do. And you could make spell-casting a one-attepmt mechanism, if the midwife fails her 30% Common Magic skill then that's it, the mother & baby get no benefit. Of course, your players could all be people with such rare aptitude if you want them to be magic-using heroes.

Or... just ignore me and have fun. That's also an option.
 
The interesting thing is that this is a common power attributed to local wise women in folklore and fairy tales. The amount of influence that it has on population levels depends entirely on how common the spell is. In a grim and gritty setting where life is nasty, brutish, and short I would probably ban this spell outright. However, in a typical fantasy setting it would exist but wouldn't be universally known - childbirth still carries some degree of risk in a pre-industrial setting. One way to approach this problem is to make this spell only available to a specific cult or faction - perhaps a Healer's Guild or a religious order like the Sisterhood of Gunnora in Andre Norton's Witch World series. The ease of access to this spell is going to determine its effect on population growth - if only the rich can afford to hire a midwife who knows this spell, you will end up with a huge gap in the level of infant mortality between the rich and the poor. Over a couple of generations, this will produce a situation similar to that in fairy tales where the younger sons and daughters of the nobility are relatively impoverished compared to their older siblings...simply because more of them survive.

Even if you make this spell widely available, the decrease in infant mortality doesn't necessarily mean mass famine. In a world where common magic and divine magic exist, the degree of agricultural productivity possible may be different to that recorded in historical societies. Indeed, I would argue that the core rules in Legend and Runequest already imply a world that is quite different from genuine pre-modern societies. These are games where gods take an active interest in mortal affairs, where a single sorcerer can change the outcome of a battle, and where any access to healing magic drastically improves the survivability of battlefield wounds. These games reflect the ancient and medieval worlds as seen through the lens of myth and legend rather than historical reality.

In a truly realistic game, roughly 90% of PCs should be rural peasants who spend their brief lives in backbreaking toil for the benefit of a small economic and military elite. The PCs should live in a state of virtual slavery to the will of their feudal lord and should not be permitted to accumulate enough of an economic surplus to have any say in their own destiny. Any attempts to achieve a degree of social mobility - whether through peaceful means or open rebellion - should be put down with extreme brutality (just look at the way that the authorities responed to Wycliffe and the Lollards). With poor public sanitation and minimal access to effective medical care, the PCs should be making regular Resilience rolls to resist a variety of preventable diseases. And most of them should be dead by the time they reach 40. (OK...I'm exaggerating a bit here, but you get the point. Sadly, for most of human history many people have been forced to live in conditions that we would find appalling. There have been exceptions to this rule, but I'm fairly sure that a modern visitor would find many nasty things even in periods held up as "Golden Ages" such as the Athens of Pericles, the Rome of Trajan, the court of the dark age figure behind the myth of King Arthur, the hall of Alfred the Great, or the company of Charlemagne.)

As an aside, I don't buy the argument that magic is going to function as a direct analogue of modern technology if it becomes common - there are sufficient differences between magic and technology that societies where magic is common are likely to evolve in radically different directions to those that undergo an industrial revolution. For example, your god can withold access to divine magic if he thinks that you've been naughty but an internal combustion engine isn't going to refuse to start because you aren't pious enough. As an another example, a society where innate magical talent is a factor is likely to preserve a stratified feudal social structure in contrast to one that has been subjected to the disruptive effects of industrialisation. Furthermore, a society where divine magic exists will probably be one in which religious institutions are much more powerful than they were in early modern Europe. Just sayin' ;)
 
I'm with Hibbs on this - if you have a spell that does this I'd make it Divine Magic. As Common Magic it might ease the pain of childbirth but not necessarily improve survival rates. Having said that, it's an inconsistent view to take as it can equally be said of about any other magically-influenced element in the game world. Fairly ubiquitous healing magic is OK and does not necessarily unbalance the world if you have fairly ubiquitous violence (and vice versa). But really, if you think through the implications of magic that make even serious injuries something people can shrug off, or stave off disease, without a corresponding increase in the frequency they are needed, you would get some serious divergence from Real Life behaviours. If you allow magic that improves childbirth and infant mortality, you almost certainly need widely available contraception magic. Or a dynamic of constant war and massacre for resources.
 
What if there are side effects, or the magic can backfire? Some myths and legends have horrible consequences if the magic is not used correctly/in a certain amount of time/ etc.

If the child is born safely with the spell it may be weak after birth and into adulthood. Future sicknesses and diseases may be harder to resist. Another example, maybe you get stabbed in the leg with a spear and you suffer a serious injury. Healing magic is cast and you heal instantly but the muscles don't reform quite right, and you can't move that leg as well as if it had been healed naturally overtime. This could be reflected with in game penalties (-1 to movement rate), and such. In such cases you would really have to decide if its worth the risk.

Of course there is always the social aspect. The noble doesn't let anyone know his children needed that spell when they were born, it would publicize a weakness or vulnerability that would lower his noble house's standing in the community. Or they just don't use it at all, reasoning that if its going to die then its better to try again for a healthier offspring.
 
Making this spell Divine Magic is certainly a valid option - I can easily imaging a goddess whose portfolio includes protecting mothers during childbirth. Perhaps this might be part of the role of a fertility goddess?

However, if this spell is available as Common Magic one simple solution is to restrict its availability to a single Healer's Guild, Midwive's Guild, or similar organisation. Alternatively, rule that wise women who know the spell are rare and their services are in high demand - those midwives lucky enough to learn this spell are reluctant to share their knowledge because they want to minimise competition. Obviously, in a setting where childbirth is dangerous and the availability of this spell is rare, those who know it can make a comfortable living off the spell.

Thanks everyone for the input!
 
What you could do is to make one version Divine Magic, another version Common Magic and have slight differences.

So, the Common Magic spell could add 10%, but the Divine Magic version could add 20%.

In any case, historically, a lot of pregnancies resulted in the deaths of the mothers rather than the children, or both died.

Also, most infant mortality was due to the infant surviving the birth but then becoming ill, with a fever or infection, or simply by the infant starving to death. This spell would not affect that one little jot.
 
OR, make the Common Magic version NOT Progressive. It can only be cast at Magnitude 1 (giving pain relief and a 10% bonus). Also, put a time limit on it, say 24 hours, so it only works for the first day after labour pains start.

The Divine version could be Progressive.

Also, there was another spell presented earlier in this thread called "Ease Pain". That spell lasts for 5 minutes and can be used to ease the pain during child birth (obviously it has to be cast several times in most normal birthing situations). Perhaps THAT is the Common Spell and Ease Childbirth is the Divine spell, or taught only to High Priestesses of the cult.
 
Rikki Tikki Traveller said:
... there was another spell presented earlier in this thread called "Ease Pain". That spell lasts for 5 minutes and can be used to ease the pain during child birth (obviously it has to be cast several times in most normal birthing situations). Perhaps THAT is the Common Spell and Ease Childbirth is the Divine spell, or taught only to High Priestesses of the cult.
I agree with this suggestion - something that is specific to childbirth should be Divine Magic, as childbirth is an event of cosmic significance and so is very much under the dominion of one or more gods.
 
PhilHibbs said:
I agree with this suggestion - something that is specific to childbirth should be Divine Magic, as childbirth is an event of cosmic significance and so is very much under the dominion of one or more gods.

That's certainly a valid approach for some campaigns - the traditional rites of passage (birth, the transition to adulthood, marriage, the transition to old age, and death, etc) have had presiding deities in a number of historical societies.

Rikki Tikki Traveller said:
There was another spell presented earlier in this thread called "Ease Pain". That spell lasts for 5 minutes and can be used to ease the pain during child birth (obviously it has to be cast several times in most normal birthing situations). Perhaps THAT is the Common Spell and Ease Childbirth is the Divine spell, or taught only to High Priestesses of the cult.

That seems to be a reasonable compromise. I suppose that tying the spell to a specific cult does give the GM stronger control over its availability. Personally, I'd make the Divine Magic version available to a cult rank of Priestess or above - but that's largely a matter of personal taste.

Also, the game mechanics of the proposed Ease Childbirth spell are in line with the other common magic spells that provide +10% per Magnitude to a couple of skill rolls. If it is converted to a Divine spell, I would recommend modifying it to bring it in line with existing Divine Magic spells such as Aphrodisiac - instead of providing a bonus, any failed Resilience or Persistence rolls required during childbirth should be treated as successes instead. Does this seem reasonable?
 
It does indeed.

So, NATURALLY there would be no friction between the midwives using Ease Childbirth (Common Magic) and those priestesses of the Fertility Goddess using "Childe Birthing"...
 
Here's a draft proposal for the divine magic version - comments and critiques are welcome!

Ease Childbirth
Duration Special, Rank Priest(ess), Touch

The spell eases the pain of labor and reduces the risk of complications during childbirth. In addition to providing relief from pain, this spell increase the chance that a baby will survive premature birth and hazards such as becoming entangled in the umbilical cord. It also makes it safer to deliver a baby who is in a breech position. This spell can even be used to induce labor if the baby is overdue by a number of days greater than the mother's CON / 3 (Round Down). When this spell has been cast, any failed Resilience or Persistence rolls required during childbirth should be treated as successes instead. This greatly reduces the risk of complications that may endanger the life of the mother or child. In the event of a lengthy labor, this spell lasts up to one hour per point of Magnitude. This spell cannot be recovered or released until the duration ends.
 
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