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Friday, 19 December 2025

Earthsea magic with Dragon Warriors rules

With Christmas almost upon us (what, again?!) it seems like a good time to try something just for fun. I asked Claude to take my post about Tim Harford's Earthsea-like Conclave campaign and convert the rules to Dragon Warriors. Although I do sometimes use AI when I'm writing rules and scenarios, normally I just use it as a sounding board. This time I'm handing over the reins, so here is Claude's guest post. 

This is the first of a string of daily posts comprising a countdown to Christmas, so check back in tomorrow for something else.

The art below in today's post by AI too, hence the mostly trad-fantasy style. (But we can't blame Claude for that. It doesn't do images.) You can still coax decent art out of AI, but it's not as easy as it was a year or two ago, when it wasn't overtrained on the same old same old.

OK, take it away, Claude...


The Mage

A Dragon Warriors profession for Earthsea-style magic

Overview

In the island realms where magic flows like tide through ancient stones, the Mages represent the truest practitioners of the Art. Unlike the scholarly Sorcerers with their books and laboratories, or the elemental shamans who channel raw forces, Mages understand that all magic begins with the Word, the true name that binds essence to form. They are the wizards of legend, capable of reshaping reality with carefully chosen words, yet bound by ancient traditions that demand restraint and wisdom.

Minimum Requirements

To become a Mage, a character must possess:

  • Intelligence 13+ (understanding the deep structures of language and reality)
  • Psychic Talent 11+ (sensitivity to the true names underlying all things)

Characters with Psychic Talent 8 or less cannot use magic at all.

Initial Characteristics

Basic Combat Factors:

  • Attack: 10, Defense: 5
  • Magical Attack: 16, Magical Defense: 6
  • Health Points: 1d6+3
  • Evasion: 3
  • Stealth: 13, Perception: 7

The Art of True Magic

The Two-Step Casting System

All Mage magic requires two separate skill checks:

  1. Naming Roll: Roll against the Mage's Naming skill to determine how well they can discern or invoke the true name of their target
  2. Art Roll: Roll against the specific magical discipline being employed

The degree of success on the Naming roll directly modifies the Art roll. If the Naming roll fails completely, the magic cannot work at all - without the true name, the Word has no power.

Naming Modifiers

Known True Names: If the Mage knows the complete true name of the target, no Naming roll is required - the magic automatically succeeds at maximum effect.

Partial Knowledge:

  • Target's common name known: +2 to Naming
  • Target's lineage/type understood: +1 to Naming
  • Target studied for at least 1 hour: +1 to Naming
  • Target completely foreign/alien: -3 to Naming

Success Levels and Art Modifiers:

  • Naming roll succeeds by 10+: +4 to Art roll
  • Naming roll succeeds by 5-9: +2 to Art roll
  • Naming roll succeeds by 1-4: +0 to Art roll
  • Naming roll fails by 1-4: -2 to Art roll, spell may still work
  • Naming roll fails by 5+: Magic fails completely

The Nine Arts of Magic

Each Mage begins play knowing Naming plus three Arts of their choice. Additional Arts may be learned through study, typically requiring a teacher and 3-6 months of intensive training.

1. Change (Major Art)

Transform one thing into another

  • Range: Touch for major changes, 10m per rank for minor alterations
  • Duration: Permanent for inanimate objects, Spell Expiry for living beings
  • Restrictions: Cannot create or destroy matter, only reshape it
  • Examples: Stone to bread, rabbit to wolf, iron to gold, man to tree

2. Find

Locate lost or hidden objects, places, or people

  • Range: 1 mile per rank
  • Duration: Instantaneous (provides direction and approximate distance)
  • Modifiers: +2 if item belongs to the caster, +1 if recently handled
  • Examples: Lost ship, buried treasure, missing person, hidden door

3. Gate

Open and seal magical portals and paths

  • Range: Touch
  • Duration: 1 minute per rank (or permanent with additional cost)
  • Types: Unlock any physical barrier, create temporary passages through walls, open mystical doorways between distant places (8th rank+)
  • Examples: Locked door springs open, passage through solid stone, portal to distant island

4. Healing

Restore health and cure ailments

  • Range: Touch
  • Duration: Instantaneous
  • Power: Restores 1d6+rank Health Points, can cure diseases and neutralize poisons at higher ranks
  • Limitations: Cannot raise the dead or regrow lost limbs 

5. Illusion

Create false images and sensory deceptions

  • Range: 50m per rank
  • Duration: Spell Expiry
  • Scale: Single person illusions (1st-3rd rank), building-sized (4th-6th), landscape illusions (7th+)
  • Examples: False appearance, phantom armies, invisible ships, illusory islands

6. Mend

Repair broken or damaged objects

  • Range: Touch
  • Duration: Permanent
  • Scope: Complexity limited by rank - simple tools (1st), complex mechanisms (4th), magical items (7th+)
  • Examples: Shattered sword becomes whole, broken mast repairs itself, torn sail mends

7. Pattern (Major Art)

Scrying and discerning hidden connections

  • Range: Unlimited for scrying, touch for connections
  • Duration: Concentration (can maintain for 10 minutes per rank)
  • Applications: See distant places, understand relationships, predict consequences, read the past from objects
  • Examples: Watch events across the sea, trace a person's family line, foresee storm paths

8. Send

Project your image and consciousness

  • Range: 10 miles per rank (cannot cross running water)
  • Duration: 1 hour per rank maximum
  • Limitations: Image can speak and perceive but cannot physically interact or cast spells
  • Examples: Appear in a distant council chamber, scout enemy positions, deliver messages

9. Summon (Major Art)

Call objects or beings to your location

  • Range: 1 mile per rank for objects, unlimited for willing beings
  • Duration: Permanent for objects, willing beings stay as long as they choose
  • Power: Complexity increases with rank - small objects (1st), large objects (4th), creatures (6th), people (8th), the dead (10th+)
  • Examples: Summon your lost staff, call a fish to your net, bring forth a long-dead spirit

10. Weather

Command wind, rain, fog, and storms

  • Range: 1 mile radius per rank
  • Duration: Natural weather patterns (typically hours to days)
  • Scope: Small changes (1st-3rd rank), local weather (4th-6th), regional effects (7th+)
  • Examples: Gentle breeze, thick fog, driving storm, calm seas

Magic Point System

Daily Magic Points: Rank × 3

Spell Costs:

  • Minor Arts (Find, Healing, Illusion, Mend, Send, Weather): 1 MP per rank of effect
  • Major Arts (Change, Gate, Pattern, Summon): 2 MP per rank of effect
  • Naming: No cost (but required for all other Arts)

Example: A 3rd rank Mage using Change to turn a rock into bread would spend 6 MPs (2 × 3 for a Major Art at 3rd rank effectiveness).

Restraints of Wisdom

The true power of a Mage comes with corresponding responsibilities. Reckless use of magic disrupts the natural order and marks the practitioner as dangerous. Choose one restraint system for your campaign:

Option 1: Mana Depletion

Each casting depletes ambient magical energy in the area:

  • After casting, all subsequent magic in a 100m radius suffers cumulative -1 penalty per previous spell
  • Depletion recovers at 1 point per hour
  • Natural phenomena may be disrupted (tides, weather patterns, animal behavior)

Option 2: Natural Consequences

Every magical act creates an opposing reaction:

  • Weather magic brings equal and opposite weather later
  • Healing one person may cause illness in another
  • Summon magic often requires something to be "paid" to the summoning
  • Effects manifest within days or weeks

Option 3: The Burden of Power

Excessive magic use affects the Mage's health and spirit:

  • Each spell beyond (rank ÷ 2) per day inflicts 1 point of Psychic Strain
  • At Strain equal to Psychic Talent, suffer -2 to all rolls
  • Strain removes at 1 point per day of complete rest from magic
  • At double Psychic Talent in Strain, risk permanent characteristic loss

Option 4: The College of Hythe (Recommended)

An organization of elder Mages monitors magical use:

  • Obvious public magic draws attention (Perception check for College agents in civilized areas)
  • Misuse of magic results in warnings, then censure, then active opposition
  • "Good" magic use builds reputation; "selfish" magic creates enemies
  • High-rank College members are 12th+ rank Mages with powerful allies

Mages and Armour

Mages suffer significant penalties when wearing heavy protection, as armor restricts the precise gestures and movements required for their complex magic:

  • No armor or Gambeson: No penalty
  • Padded Armor: -1 Attack, -1 Defense, 10% spell failure
  • Mail Hauberk: -2 Attack, -2 Defense, 20% spell failure
  • Mail Armor: -3 Attack, -3 Defense, 35% spell failure
  • Plate Armor: -4 Attack, -4 Defense, 50% spell failure

Special Abilities

1st Rank: Foundation Arts
  • Naming: Core ability to discern and invoke true names
  • Spellcasting: Can use any three Arts chosen at character creation
  • Magical Sensitivity: +2 to detect magical auras, enchanted items, or supernatural presences

4th Rank: Scholar of the Word

  • Expanded Repertoire: Learn one additional Art
  • True Speech: Can communicate with any intelligent being for 10 minutes per rank per day
  • Magical Appraisal: Automatically identify the function of any magical item after 1 round of study

6th Rank: Master of Arts

  • Dual Casting: Can maintain concentration on two different spell effects simultaneously
  • Deep Lore: Learn one additional Art
  • Ritual Magic: Can perform elaborate rituals taking 1-6 hours to achieve effects beyond normal spell limits (GM discretion)

8th Rank: Archmage Abilities

Select one ability when reaching 8th rank, then one additional ability each subsequent rank:

  • Word of Making: Once per day, cast any Art at double normal effect without spending Magic Points
  • True Name Mastery: Automatically learn the true name of any creature or object studied for 24 hours
  • Sanctuary: Create a permanent mystical refuge warded against unwanted intrusion
  • Weather Mastery: All Weather magic costs half normal MPs and affects twice the normal area
  • Geas Binding: Place magical compulsions on willing subjects or defeated enemies
  • Otherworld Travel: Use Gate magic to access planes beyond the mortal world
  • Master's Voice: All Arts can be cast at +1 rank effect with no additional MP cost
  • Deathward: Automatically resist one killing effect per day (death spells, fatal damage, etc.)

Initial Equipment

A beginning Mage starts with:

  • Robes (counts as Gambeson, Armor Factor 1)
  • Staff (d6, 3 points - can be used as spellcasting focus)
  • Dagger (d4, 3 points)
  • Spell Component Pouch (required for complex magic)
  • Book of True Names (contains 2d6 true names of common objects/creatures)
  • Lantern and oil
  • 3d6 × 5 florins
  • One minor magical item (GM's choice): crystal orb, enchanted ink, silver stylus, or similar

Art Descriptions and Mechanics

Using Magic in Play

You can cast Art you know at any level from 1 up to your rank. 
  1. Declare Intent: Player states what they want to achieve and which Art they're using
  2. Naming Roll: Roll 1d20 ≤ Naming skill
  3. Determine Modifier: Apply Naming success/failure to Art roll
  4. Art Roll: Roll 1d20 ≤ (Magical Attack + Naming modifier)
  5. Resolve Effect: Success creates the desired effect; failure may have unpredictable results

Note: All Arts use the same Magical Attack score, just like other Dragon Warriors magic classes. The Lore skill represents general magical knowledge - understanding magical theory, identifying spells, knowing the history of enchanted items, etc. It doesn't directly affect spellcasting but is useful for magical research and investigation.

Learning New Arts

  • From a Teacher: Requires a Mage of 4th rank+ who knows the Art, costs 500 florins, takes 3 months
  • From Ancient Texts: Requires finding rare books/scrolls, Intelligence check, takes 6 months
  • Through Discovery: GM may allow learning through special adventures or profound magical experiences

Major vs Minor Arts

Major Arts (Change, Pattern, Summon) represent fundamental alterations to reality and are correspondingly more difficult and expensive. They require greater mastery and exact a higher cost in Magic Points.

Minor Arts are still powerful but work with rather than against the natural order of things, making them somewhat easier to employ safely.

Sample Mage: Tenar the Windcaller (5th Rank)

An expert in Weather magic who has defeated warriors from three islands

Characteristics: Strength 10, Reflexes 12, Intelligence 16, Psychic Talent 14, Looks 13

Combat Factors:

  • Attack 11, Defense 6 (base +0 for average Strength, +0 for average Reflexes)
  • Magical Attack 22, Magical Defense 12 (base +1 for high Intelligence, +1 for good Psychic Talent)
  • Health Points 14, Evasion 5 (base 4 +1 for good Reflexes)
  • Stealth 14, Perception 13

Arts: Naming 14, Magical Lore 17 

Known Arts: Weather, Find, Healing, Illusion 

Magic Points: 11 per day (5×2 + 1 for Psychic Talent 14)

Equipment: Enchanted staff (+1, counts as d6+1, 4 points), robes, storm-glass pendant, charts of the seven seas

Background: Tenar earned her reputation by calling down storms that scattered three separate pirate fleets threatening her home island. Against an average warrior (Magical Defense 6), her Weather magic succeeds about 66% of the time - powerful enough to be decisive in battle, but with enough uncertainty to create tension. When she knows the true name of winds (learned through years of study), her magic becomes much more reliable, explaining her fearsome reputation among sailors.

Success Rates (typical targets):

  • vs Ordinary Humans (MD 6): 66% success
  • vs Trained Knights (MD 10): 47% success
  • vs Other Mages (MD 12+): 35% or less

Designer's Notes

This profession balances the "great wizard" power level of Earthsea with Dragon Warriors' mechanical framework. The two-step Naming system creates interesting tactical decisions, while the restraint mechanisms prevent the "flinging spells about without qualm" problem you identified.

The progression reflects narrative power - a 5th rank Mage like Tenar has the magical firepower to deal with entire groups of warriors, but the system encourages thoughtful rather than profligate use of such abilities. The emphasis on true names creates rich roleplaying opportunities and gives GMs tools to control magical power through knowledge rather than just mechanical restrictions.

"To speak a true name is to change the world."

Adventure Seeds

The Nameless Ship (1st-3rd Rank)

A merchant vessel drifts into harbor with no crew aboard, yet the cargo holds are full and the ship is in perfect condition. Local authorities ask the characters to investigate. The ship resists all attempts at magical investigation - Find spells fail, Pattern magic reveals nothing, even simple Mend spells won't work on deliberate damage. The truth: a desperate captain erased his ship's true name to escape a terrible curse, but this has left it "hollow" - existing but not truly real. The characters must discover what the ship was called and restore its identity before the namelessness spreads to other vessels in the harbor.

The Weather Thief (2nd-4th Rank)

Fishing villages along the coast report their weather has "gone wrong" - some islands are locked in drought while others suffer endless storms. The characters discover that Koreth, a young Mage, has been stealing favorable winds from poor fishing communities and selling them to wealthy merchant captains. He knows the true names of several wind-spirits and can command them with near-certainty. The moral complexity: Koreth grew up in poverty and is sending his earnings home to his starving family. Do the characters stop him, try to reform him, or find a third option? Meanwhile, the disrupted weather patterns threaten to cause a famine.

The Apprentice's Folly (1st-2nd Rank)

The characters arrive at a coastal village to find half the buildings transformed into different materials - stone cottages turned to glass, wooden piers become silver, gardens sprouting metal flowers. A elderly Mage's apprentice attempted to impress the villagers by demonstrating Change magic, but didn't properly understand the true names of what he was altering. Now the transformations are slowly spreading and becoming more chaotic. The master is away on a long journey. The characters must either find him quickly, discover the true names themselves to reverse the magic, or find another solution before the entire village becomes an surreal nightmare.

The Truthseer's Dilemma (4th-6th Rank)

Lord Harren of Stormhaven requests the characters' help investigating rumors of treason among his nobles. He specifically wants a Mage to use Pattern magic to scry the truth, offering a substantial reward. However, the characters soon discover that Harren himself is the traitor, planning to sell information to enemies for personal gain. The honest nobles he suspects are actually trying to stop him. The Mage faces a classic dilemma: honor the contract and help expose innocent people, or violate their word to serve justice? Meanwhile, Harren knows several true names of court members, making him dangerous if he realizes the characters have discovered his secret.

The Bone Ship's Cargo (5th-7th Rank)

A skeleton crew literally sails into port -- the ship is crewed entirely by animated bones, but they're peaceful and simply want to trade rare spices for common goods. The problem: they're the remains of pirates who were executed years ago, animated by their former victim - a merchant Mage seeking revenge. The spell has gone beyond his original intent and the skeletons are now genuinely reformed, feeling guilt for their past crimes and trying to make amends. Local authorities want them destroyed, the Church declares them abominations, but the bones themselves plead for a chance to complete their penance. The characters must navigate the moral complexity while also dealing with the original Mage, whose thirst for revenge has consumed him for decades.

The College Inquisitor (3rd-8th Rank)

Master Yevon, a stern 10th-rank Mage from the College of Hythe, arrives to investigate reports of "irregular magical practice" in the region. He suspects one of the player character Mages of violating the ancient codes -- perhaps using magic too freely, or for personal gain, or without proper restraint. His investigation is thorough and his standards impossibly high. He knows numerous true names and can make magic work with frightening certainty. The characters must prove their innocence while also uncovering the real culprit: a Sorcerer who has been masquerading as a Mage and using flashy magic to gain political influence, not understanding that this brings unwanted attention from the College. [Note: I disagree with Claude here. I don't think it makes sense to have any other magic-using professions in an Earthsea-like world. There should be Mages and there should be non-wizards and that's it. -DM.]

The Last Word (6th-10th Rank)

On a remote island, the characters discover an ancient library containing the true names of things that no longer exist: extinct animals, lost islands, forgotten gods. A mad scholar has been using Summon magic to call these vanished things back into the world, but each return weakens the boundary between what is and what was. Dragons that died centuries ago now soar overhead, islands that sank beneath the waves reappear randomly, and ancient plagues return with the creatures that once carried them. The scholar believes he's restoring the world to its proper state, but his actions threaten to unravel reality itself. The characters must stop him while deciding what, if anything, from the lost past deserves to be preserved.

The Rival's True Name (Any Rank)

A recurring enemy of the party (perhaps a wealthy merchant or noble whose honor they've questioned) approaches them with an unusual request. Someone has learned his true name and is using it to work malicious magic against him: cursing his weapons to break, his horse to throw him, his food to turn rotten. He believes the culprit is another player character Mage, but swears he'll put aside their enmity if they help him discover who is really responsible and stop the magical harassment. The twist: the enemy is telling the truth, but the real culprit is using the attacks to manipulate both sides into a confrontation that serves their own hidden agenda.

FAQ

Resistance & Unwilling Targets

Q: Can you transform an unwilling person with Change? Yes, but they can resist. Treat it as an opposed Magical Attack (caster) vs Magical Defense (target) roll. If the target wins, the Change fails. Knowing their true name makes resistance impossible - the magic simply works.

Q: Does Summon work on unwilling targets? Yes, same as Change - opposed magical rolls. A summoned person arrives but isn't compelled to stay or obey. True names bypass resistance.

Q: Can you force-heal someone who refuses Healing? No resistance roll needed - the target must simply accept the touch. Someone actively avoiding you must be restrained or caught off-guard first.

Q: What if someone is holding a door you're using Gate on? The door holder can make a Strength check against difficulty (10 + Art level). Success means they hold it shut/open despite the magic.

Range & Area of Effect

Q: What's the range for Change, Mend, Healing, and Gate? All require touch for inanimate objects, or line of sight within 30 feet for living targets (Change, Healing). Gate must be cast on a portal you can see or touch.

Q: Can one casting affect multiple targets? No - one casting affects one target. To mend five broken arrows requires five separate castings (though they can be done in sequence, 1 MP each). Exception: Weather affects everything in its area simultaneously.

Q: How big can Changed objects be? Use the weight limits given. For living creatures, "small animal" = cat/rabbit, "large animal" = horse/stag, up to GM judgment for unusual cases.

True Names & Special Interactions

Q: If I know someone's true name, what exactly does that do?

  • Automatic +3 to Magical Attack (no Naming roll needed)
  • Bypasses resistance - Change, Summon, and similar Arts work automatically
  • Makes effects permanent - Changed living beings don't revert
  • Removes requirements - You don't need to have seen/touched them for Find

Q: Can I use someone's true name once I learn it, or do I have to re-learn it each time? Once learned, always known (unless you forget it, or powerful magic makes you forget). This is why Mages guard their true names so carefully.

Q: What counts as knowing the "true name"? The complete name in the Old Speech that defines the thing's essential nature. Partial names (knowing it's "rabbit" not "stone") help with the Naming roll but don't give the full +3 bonus.

Concentration & Multiple Actions

Q: While maintaining Pattern or Send, can I do other things?

  • Pattern: Requires full concentration - you cannot cast spells, fight, or perform complex tasks. Can walk slowly, speak briefly.
  • Send: Your consciousness is split. You can see/hear through the sending while your body remains aware but dazed. Cannot cast spells from either location.

Q: Can I maintain a Gate portal while fighting? Created portals don't require concentration once opened - they last their full duration regardless of what you do afterward.

Q: How many Arts can I have active at once? As many as you have Magic Points for, except those requiring concentration (Pattern, Send). Only one concentration effect at a time.

Ending Effects Early

Q: How do I reverse a Change before the duration expires? Cast Change again on the same target, declaring you're returning it to original form. This uses Magic Points as normal but automatically succeeds (no rolls needed) if you cast the original transformation.

Q: Can I close a Gate portal early? Yes - simply use Gate again on the same portal (1 MP, no roll required if you created it).

Q: Can I dismiss an Illusion voluntarily? Yes, at will, no action required. The Illusion simply vanishes.

Detection & Visibility

Q: Can targets sense when someone uses Pattern to scry them? Powerful magic-users (Magical Defense 12+) get an uneasy feeling when being scryed. They can make a Perception check against the caster's Magical Attack - success means they know someone is watching but not who.

Q: Is a Send projection obviously magical? Appears completely real at casual observation. Close examination or touch reveals it has no substance (hand passes through). Magical detection (Perception vs Magical Attack) can identify it as a projection.

Q: Can Mages detect active Arts being used nearby? Characters with Magical Defense 6+ can make a Perception check against the caster's Magical Attack to sense nearby magic being worked. Success reveals "someone just cast a spell" but not specifics.

Q: Do the Arts leave traces that can be detected later? Permanent effects (Changed objects, Mended items, summoned things) radiate faint magic detectable by anyone with Magical Defense 6+ who specifically examines them. Temporary effects leave no trace once ended.

* * *

And a final note from the human here: this exercise is very unfair to Claude. It does sterling work when I ask it to write code for me or to comment on rules mechanics. It struggles with creative writing because, like all LLMs and most humans, it specifically aims to recreate the standard story patterns it has trained on, which means it produces the kind of stories beloved of Hollywood writing gurus. For the same reason every AI-created RPG scenario is going to sound like a typical (aka bog standard) scenario. But ask Claude to write a parser to turn a prose gamebook into logic markup for an app and it will take flight and soar. Don't judge it by this post is what I'm saying.

2 comments:

  1. I loved a Wizard of Earthsea as a child. Thank you so very much for publishing this, Mr Morris!

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    Replies
    1. You're welcome, Stan, though the real credit goes to Tim Harford for his wonderful Earthsea-adjacent roleplaying campaign The Conclave, which woke me up to the setting's gaming potential. I guess I should probably read the other books in the series one day.

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