Wednesday, July 29, 2026

More Mage Thoughts

 If a Mage is an intellect-based ability, and channeling energies from external sources, why can't anyone or everyone do it?

In many role-playing games, characters have classes that segregate abilities and powers. Skill-based systems can do this too, if the costs of different skills are such that every character can do some of everything.

My favorite example of this was Asheron's Call. There were no classes, only skills, but the cost to purchase skills varied. Skills like Club or Running were cheap, but Bow and Life Magic or Combat Magic were expensive enough that taking skill choices were meaningful and restricted what the character could be good at. So instead of classes, "builds" developed organically.

I suppose you don't care about any of this if you're just trying to make classes for an rpg to have different classes for gameplay purposes - not necessarily for "balance" ("linear fighters vs. quadratic wizards" and all that). The idea of classes comes from literary stories and tropes; Merlin didn't charge into battle with a lance on a horse, Arthur didn't cast spells. Of course, there are counterexamples of legendary heroes who can do everything but I'm focused on more ensemble situations.

External Power Source: Ritual & Training

Model 1: External powered arcane magic requires extensive intellectual training and the undergoing of a ritual, trial, or ordeal. This training can preclude other options that require significant training, such as sword or longbow mastery.

Magic training comes with an opportunity cost of other skills unmastered. There would likely be rituals throughout the years of training. If there was a capstone ritual to be able to finally cast magic (beyond minor cantrips) only after years of extensive training, the difficulty of the ritual would have significant consequences - if most students fail, there would be a group of people well-versed in the mechanics of magic but unable to cast it at higher strength, and possibly be bitter about it.

Divine, clerical, druidic magic would fit this model but with less academic study.

Internal Power Source: An Ordeal In Itself

Model 2: Internal powered arcane magic does not necessarily require training or ritual but may be enhanced by them (meditation, self-mastery, contemplating nature).

The idea here is that a mage uses their force of will to reshape reality - to break the laws of thermodynamics. But can everyone do that? If not, why not, especially if it doesn't require years of study and training? A world where everyone can start reshaping reality gets very dynamic very quickly.

And that's how you get sorcerers. 

In this model, divine magics might not be divine at all, it would just be the caster's force of will - the priest is the power for the spell, not a deity - though obscured or denied.

Why not both?

It seems the easy way out, but perhaps the most satisfying to me.

Academically trained mages can power spells by themselves to a degree but can channel greater powers from other sources: ley lines, magic crystals, elemental fonts, life force, etc.

Sorcerers, innately magic talented casters are usually the source of their spells.

Divine casters are trained in their various traditions and can power some themselves or channel certain powers.

Back to where I started?

I think what might be more systemically satisfying to me might be overcomplicated for game play.

Not quite fully formed thought, oversimplified: a wizard would use Intelligence for channeling magic power, but also Wisdom (willpower) for fueling without an external source.

To use 5e terminology, material components and arcane foci might be the external source (or link to it), though that seems unsatisfying for minor components.



Friday, July 24, 2026

Why isn't Willpower important for Mages?

Summary: This is unfinished - currently collecting thoughts that might be contradictory.

Read an interesting bit of fiction yesterday: A Trinity of Primes - by Thaddeus Howze - Omniverse that led me to some thought while waking from an extended nap: Why isn't Willpower important for Mages in Generic European Medieval Fantasy RPG Nonsense (GEMFaRN)?

(I'm not sure which I'm more interested in: drawing out implications from published game mechanics or designing a system myself).

For this I'm not paying attention to later D&D Warlock are Sorcerers, which address this to an extent - I'm thinking mostly of original D&D (OD&D), Swords & Wizardy, Advanced D&D (1e and 2e) and similar games so my comments paint with a broad brush. NB: I use the term Mage to include "Magic-Users", "Wizards", and so on.

Intelligence

Typically, mages get benefits from higher intelligence: learning spells, the number of spells they can learn, the maximum number of spells they can learn, in some cases the number of spells they can cast in a day, and so on. They must refer to a personal spellbook each day to prepare their spells to lock their magical patterns in their mind for release within the next day. But there is no mechanical advantage to willpower, mental discipline, force of personality. Some of those things overlap into charisma and wisdom.

"Intelligence is quite similar to . . . intelligence quotient, but it also includes mnemonic ability, reasoning, and learning ability outside those measured by the written word . . . is the forte of magic users, for they must be perspicacious in order to understand magic and memorize spells . . . only the highest intelligence is able to comprehend the mighty magics contained in 9th level spells.". [1e PHB]

"It is absolutely essential to have high intelligence for a character who is a magic-users."

"Magic-users draw upon arcane powers in order to exercise their profession." 

" . . . [I]s usually assumed to possess a strange tome in which he or she has scribed the formulae for some of the spells known to the character." 

" . . . [Spells] . . . will have to have been prepared through study and research."

If magic is controlled through intelligence, then it is science. 

A 'science' that breaks conventional science or physics. I've long thought that magic in GEMFARN is temporarily breaking, or bending, the laws of motion, thermodynamics, conservation of energy and matter, and so on, by moving objects at rest, producing more force than the product of mass and acceleration, and similar changes to the math of the universe as we mostly understand it. (You could also say it's quantum-wuantum but I don't understand that enough to think or talk about it).

Some in fantasy literature (I'm not going to provide examples) describe mages shaping reality to their will. That's more along the lines I'm thinking, inspired by the writing linked above. The mage uses intelligence and knowledge to focus an energy that comes from either external sources or their own will.

If the sources are external, isn't that following a recipe? Mechanics? Scripting? Programming? 

In Mayer Alan Brenner's entertaining "The Dance of Gods" novel series, mages are effectively programmers applying patterns and routines to an energy source, which they collect or contain in a matrix. (I recommend these as light and fun novels and I don't want to spoil them on the off chance the reader might check them out).

GEMFARN, especially D&D, is generally silent about external power sources of arcane magic, i.e., wizard magic. But I think often implied by magic items and artifacts and some adventures. Magic places, ley lines, magic crystals - all those sorts of ideas. (What if the power source of wizard magic was taken from other universes?)

For divine magic, i.e., religious magic (clerics and druids), the external source is deities or nature (I would argue faith as a power source would also be internal, but one could argue that faith is sort of a measure of the bandwidth to the external source).

A somewhat dark thought is that in GEMFARN (or take the "European" and "Medieval" out of that for broader application) if people can be the power source for magic then that is a mechanical reason for blood sacrifices - increasing the power for a magic recipe beyond what an individual could. (And that's how you get giant ants, and spells of level 10 or higher). See also HackMaster 4E Blood Mage.

Wisdom

"Wisdom is a composite term for the character's enlightenment, judgment, wile, will power, and (to a certain extent) intuitiveness." (sic) [1e PHB].

" . . . [W]hile the intelligent character will know that smoking is harmful to him, he may well lack the wisdom to stop."

Extreme (19+) wisdom in 2e give immunity to various spells that overpower one's willpower or self-control: such as Cause Fear, Charm Person, Command, Friends, and Hypnotism.


The same idea applies a bit also to other classes

Clerics

Monks vs Martial Artists (Fighters)