I must create a system, or be enslaved by another man's. I will not reason and compare: my business is to create.

- William Blake

Tuesday, October 13, 2026

100 days of B/X (part IV - B15 to B18) - spellcasting

Continued from here.

In B15, we’ve reached one of the hardest parts to convert to my minimalist system, which is magic. This happens for several reasons.

First of all, it’s impossible to make a system that is both balanced and compatible with the original, because the original isn’t balanced at all. Fireball is a 3rd-level spell that causes 5d6 damage (save for half) for a bunch of foes, but gets stronger each level. Cure Serious Wounds is a 4th-level spell that cures 2d6+1 HP, never getting stronger. For a 5th level cleric spell, you can creates enough food fora  dozen men and their horses for one day... or raise the dead.

So the first difficult choice here is between changing something that I notice in practice, in my games, isn’t balanced, or keeping something original to the game that I like, which is basic D&D.

My tendency is to try to do a bit of both, giving the player the option to use spells from the original or from other places, while also offering my own selection of spells. I’ve already done this multiple times in my book Alternate Magic. So I won’t analyze every spell carefully, just go through them quickly.

Before starting the analysis, let’s begin with B15’s own description, which says that spells need to be cast with gestures and voice. I think that’s something interesting to keep, in order to impose some limitation on magic-users.

Notice that, in B/X, clerics are extremely powerful, more so than magic-users, since they can have access to all the spells. On top of that, they can resurrect the dead very early, which I’ve criticized many times. 

In AD&D, this cleric progression is corrected, and material components are also introduced, which creates a more serious limitation on magic-users. But most people simply ignore this, and even if they didn’t, it wouldn’t make sense to choose your spells every day without having all the components to choose from.

Curiously in B15 is said "Spells must be memorized before an adventure begins", which is more sensible than choosing everyday IMO, but this means (apparently) "one spell per adventure (or per day, if the adventure is longer than one day)" as written in the Clerical Spells section. 

Also in B16 it is said "the DM may choose which spells a character has in the book, or may allow the player to select them", which, of course, makes a HUGE difference, but the book doesn't tell which one to use.


Maybe it would be better to combine these requirements so that some limit is placed on magical power while, at the same time, there isn’t so much bookkeeping.

Even if I were to redo every one of the spells, which I honestly feel like doing, I would have to choose which line to apply to each one.

I could include spells that get progressively stronger, like the infamous fireball. I could include spells that are replaced later by slightly stronger spells, like Cure Light Wounds, which becomes Cure Serious Wounds. Or I could include spells that become gradually obsolete, like Sleep, which at first is extremely powerful for dealing with the typical groups a first-level character can face, but which later is completely set aside to make room for more powerful spells.

The same applies to Magic Missile, which has a somewhat dual nature: it’s relatively weak at any level, even though it’s iconic.

We can assign each spell at least two characteristics: starting power and scaling, and that’s without even getting into their applicability.

Of course, whichever of these lines I follow, whether spells that scale with level or spells that are easily replaced, it requires a completely different magic system, because it changes the balance of the entire system.

The fact that I prefer unlimited D&D over limited D&D makes everything even more complicated, since the number of spells, and even of magic systems and settings, is potentially infinite.

For a minimalist RPG, offering many magic system options is counterintuitive, so I’ll choose (or create) one, and leave the existing spells (as well as Alternate Magic) for those who have other preferences.

So, first, let's write a minimalist version of the spellcasting system WITHOUT rewriting the spells.

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Spellcasting

A spell is a technique that certain creatures (usually possessing the Spellcasting skill) can use to produce magical effects through special gestures and words. This ability is acquired through study, meditation, and some measure of innate talent. Casting requires the caster to be able to speak and to have at least one empty hand.

A spellcaster can learn a number of spells of their choice equal to their spellcasting bonus. The player chooses his spells on creation and upon each new level. If the PC discovers a grimoire, scroll or tutor while adventuring, he can also swap known spells for new ones when he gains a new level.

Casting spells costs mana points (MP), which is a measure of magical “stamina” of sorts. A spellcaster has a number of MP equal to their spellcasting bonus times 2, but cannot spend more than half their maximum MP on a single spell (round up, minimum 2). MP recovers at a rate similar to HP. In addition, once a day, a spellcaster may recover 10% of the maximum MP (round up) in one hour of study or meditation. To recover any MP, the spellcaster must possess his own grimoire or magic symbol (creating or consecrating a new one takes one day per spellcaster level).

An unwilling target of certain spells can ignore some or all of the effects with a saving throw (representing dodging or enduring the spell, or sheer luck), if explicitly described in the spells.

Being reduced to zero MP has dangerous effects. [Magic mishap table to be added]

Spells from other books and games

In this game, spells have no levels. If you are using spells from other books, a spell costs 2 MP per spell level to cast. Optional rule: if the spell in question becomes more powerful with caster level, the cost is equal to the caster’s level instead, but the caster may choose to cast it as a spellcaster of lower level to save MP (which cannot be smaller than the original cost). For example, a 5th-level caster uses 6 MP to cast a 5d6 fireball, but a 10th-level caster can cast a 10d6 fireball for 10 MP or a 7d6 fireball for 7 MP and so on.

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Now, for minimalist spells. Well, the spells in B/X are pretty terse, but we can make them shorter... adn fewer.

Choosing purely by my personal taste, and trying to keep some balance between the need to let magic-users grow ever more powerful, which is cool, and not allowing them to simply be superior to everyone else, especially fighters who, particularly in B/X, have somewhat limited powers, I would choose the following points for my magic system:
  • Make first-level magic-users a bit more powerful and high-level magic-users a bit less so.
  • Get rid of spell levels being separate from the magic-user’s level. For example, Fireball could keep gaining extra damage per magic-user level, but without being a third-level spell, instead being a spell usable at any level. Maybe a few spells like wish should be gatekept as rituals, not sure.
  • Get rid of spells lots while we're at it.
  • Use "known spells" instead of "memorized spells", perhaps allowing spells to be swapped when you gain a level, with a decent amount of study time, etc., but not letting magic-users choose their spells every day, and greatly reducing the number of spells, so that you can create themed magic-users, for example, one more focused on fire spells, other in healing, and so on.
  • Keep the idea that spells get more powerful as the magic-user gets more powerful.
  • In fact, 1d6 per caster level sounds good and could be used for fireball, healing, sleep, and even charm.

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A spell’s range is 120' unless otherwise noted. A 0' range indicates the spellcaster can only affect himself or a target he touches. Duration is one hour unless otherwise noted (after the duration is nearly over, the spell can be cast again to maintain the effects). 

Spells that cause or restore damage take effect immediately and are permanent.

HP affected. Some spells affect a number of HP, which is the total rolled. An affected creature must have current HP equal to or lower than that total. If the target makes a successful save and the spell says “save halves”, the total is halved for that target (rounded up) before comparing. 

Example: a spell that affects 30 HP does not affect a creature with 20 HP that saves (30 halved is 15), but a spell that affects 40 HP does (40 halved is 20), whether or not it saves. Each creature affected uses up HP from the total equal to its current HP, so a spell that affects 30 HP can put to sleep creatures with 10 and 20 HP.

Multiple targets: certain spells can have multiple targets. Unless otherwise noticed, the caster decides the main target, and nearby targets are affected if there is any damage (or HP) left. 

The expressions "save halves" and "save ignores" mean that a successful save by an unwilling target halves or ignores the effect.

  • Charm: one humanoid creature within range, up to a maximum of 1d6 HP per MP spent (save halves), regards the caster as a trusted friend. It won’t act against its own life or its nature, and it can make a new save whenever it is ordered to do something against its interests. After the duration the creature knows it has been charmed.
  • Cure Wounds (Range: 0). Heals 1d6 HP+1 per 2 MP spent, up to the target’s max HP.
  • Detect Evil Intentions: the caster can “feel” evil intentions of living and undead creatures nearby, but not precise thoughts. The specifics are up to the GM.
  • Detect Magic: each nearby item, person or place that is enchanted or currently affected by magic glows faintly.
  • Fireball. A burst of flame explodes at a point within range and fills a 20' radius, causing 1d6 damage per MP spent (save halves).
  • Light: creates a source of light similar to a torch, without heat. If cast upon an object, it moves with it. If cast upon the eyes of a foe, the target is blinded for a minute (save ignores).
  • Magic Missile. One or more (one per 2 MP spent) bolts of force strike targets the caster can see, causing 1d6+1 damage each. The caster divides the dice as they like among the targets, and each target takes the sum of its dice. No attack roll or save is needed.
  • Protection from Evil (Range: 0). Gives a target creature +1 to AC and saving throws against evil creatures (e.g., all non-human chaotic creatures). In addition, summoned and artificial creatures (demons, elementals, golems, etc.) cannot touch (even with melee weapons) or possess the target unless the target touches them first (even with melee weapons). Ranged weapons do not affect this limitation either way.
  • Resist Cold (Range: 0). The target takes no harm from normal cold (cold weather, etc.) and halves the damage (rounded up) from other cold attacks, including magical ones.
  • Resist Fire (Range: 0). The target takes no harm from normal fire (up to a bonfire, but excluding lava, etc.) and halves the damage (rounded up) from other fire attacks and other effects.
  • Sleep. All living creatures (not including undead, automatons, elementals and creatures that do not sleep) in a 20' radius fall into a magical sleep, up to a maximum of 1d6 HP per MP spent (save halves). While unconscious they can be easily slain. They wake after one hour, or sooner if wounded or shaken awake.
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So, there you have it: B15 reduced to half or less, paragraphs reduced to a line or two. Most other spells can easily receive a similar treatment, because that is all I need for my games.

There are also several good lists out there, including CC stuff from Cairn and similar games, but these are slightly closer to B/X.

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