It's
a Kind of Magic
When
I was in junior high, my friends and I loved
AD&D. We played all the time. We'd play
as we walked home from school together, just
talking about things, and then rolling dice
and whatnot when we got to my friend's house
if a battle came up or something else needed
to be resolved.
But
we were hungry for more magic. We came up
with our own spell point system, based not
so much on the need to avoid spell memorization,
but because we wanted a greater amount of
finesse to distinguish the power of spells.
We realized, back then, that a magic missile
spell was in no way equal to an affect
normal fires spell, even though they were
the same level. So we had affect normal
fires cost a single point and magic
missile cost 5. Anyway, I'm getting off
the track....
So,
when we saw an ad in Dragon Magazine
for something called Spell Law, we
were really excited. This book promised thousands
of new spells and a spell point system and
a critical system for spells (and a lot of
other stuff). We pooled our money to pay for
it -- I think it might have cost $12, but
I no longer remember -- and sent off for it.
We waited eagerly for its arrival, and eventually
it came. It was all it had promised.
Thousands
of new spells.
We
were thrilled.
In
fact, let me take this opportunity right now
to thank Pete Fenlon, Coleman Charlton, Terry
Amthor, and everyone else at Iron Crown Enterprises
that worked on Spell Law. We just couldn't
get enough magic, and Spell Law opened
our eyes to games beyond AD&D. We'd played
a little Traveller, and Villains
and Vigilantes, but Spell Law made
us realize that there were gamers out there
like us, who loved magic in their fantasy
games and wanted more. And more!
That
realization -- that there just were no limits
at all -- allowed my friends and I to create
all sorts of new spells and magical powers.
We drew ideas from books (Michael Moorcock
was a favorite back then), comics (Dr. Strange,
of course), movies, and our own twisted imaginations.
Our games suddenly teemed with new magic.
You'd almost think that we never wanted to
use the same spell or magic item twice!
It
should be a small wonder then, years later,
that the first product from my
own d20 imprint, The Book of Eldritch
Might, was a book full of spells and magical
things. I practically can't help it -- you'll
find new spells and magic items in Return
to the Temple of Elemental Evil, too.
I cram them in wherever I can.
Someone
was telling me recently that the Game of
Thrones series by George R. R. Martin
was wonderful. It's a fantasy series, set
in a fantasy world, but there is little or
no magic. Now, I read plenty of sci-fi, mainstream
fiction, and nonfiction. Most of that doesn't
have magic in it, and that's okay. But a fantasy
novel without magic? I'm sure it's very good,
but I just can't get my mind wrapped around
it. It's like a cheeseburger without cheese
(and I love cheese).
Over
the years, I've lost track of that battered
old copy of Spell Law. I don't even
know which of us has it any more. But I had
it when I needed it, and that's what really
matters.