Time for another class for my own little old-school heart breaker. And as before these are just the design notes and a final draft will be forth coming.
One of my goals is to make YARC quick and easy. So I dug into how spells are allocated and cast. So here we go.
Starting Number of Spells: Int Mod+2.
There’s no “memorization”. If a magic-user knows a spell then they can cast it. But they still use spell books. They are constantly scribbling down notes and observations about magic. So they still spend an equivalent amount of time on their spell books. I used 10 minutes/highest level spell known.
Spell Quirks! I’m bring this one back when I used it before the player’s loved it. So refer to this old post.
Highest Level Spell Known/Castable: 1/2 Level rounded up. This keeps to the basic, normal spell progression.
Spells per Day: OK. This is where it gets a little weird. Int Mod+ Level. That’s how many spells the Magic-User can cast each day. The specific level of each spell doesn’t matter.
I basically used this system in my last Swords & Wizardry game and the players enjoyed. It was fun with the Spell Quirks and kept down a lot of time bookkeeping.
Now, I’m going to credit where credit is due. The Spell Quirks were inspired by the Mercurial Magic from Dungeon Crawl Classics. The spells per day was inspired by the Far Away Land OSR rules.