So on another OSR Resource I was asked about alternative magic systems for OSR Games
Long ago Conrad and Red of Spacegamer and Better Games wrote Conrad’s Fantasy because some TSR Lawyers were questioning which games system the adventures they were selling where for.
So Conrad rushed up stairs to his hotel room and wrote HUGO which was later changed and expanded to become Conrad’s Fantasy. He didn’t have time to write a balanced and carefully crafted spell list. So he just made rules and laws for casting spells.
This lead me to some years later running a top secret game for TSR Staff. During this game a pc lassoed the moon with a magic lasso. Pulled it down to earth with Titan Strength. The rest of the party climbed aboard. I want to say this happened in 1993 it may have been 94.
Six Basic Laws of the Universe - Fantasy Game Setting
Law I - Force flows through fixed channels in only one direction.
Law II - Everything has a fixed identity whether it is fire, earth, water, or air. Earth cannot be like water and still be earth.
Law III Everything has spirit which matches its identity.
Law IV -All Planes of existence are separate and distinct.
Law V The mind is controlled by the spirit.
Law VI Something are not understood except what is, is and what has happened, has happened.
Magic is the force by which the laws can be broken. The magic user combines mystical forces to break the laws.
Break a law and face the law enforcers. Most common of which is the Zaires - Powerful Wizards who tirelessly work to see the laws are held together. Least reality collapse. They fear to many who lack training and understanding to wield magic. This will result in destruction of the universe.
Easiest way to do this in an OSR Game is to steal from Lavender Hacks Resolution System
Nat 20+ Critical Success
18+ Strong Success
8+ Weak Success
7 or less Miss
Nat 1 Critical Miss / Fumble
So only give Magic Users Spell Points at Level 1
1 point to break one Law - some magic attempts may require breaking multiple laws (up to Game Master / Ref to determine).
Additional Magic Points +1 for every point spent. up to max of +4
Say the Magic User at Level 1 gets 3pts + Int Bonus. Then +2 per level gained
As for time - Every 2pts spent equals a round of combat
Interuption of spell casting - Forcess a Save vs Magic to the Spell Caster or suffer 1d4 per spell point spent (this can be used for critical failures as well).
Recovery of Points - 1pt a day + Int Bonus
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