Wit Magic from The Farseer Trilogy, Adapted to the OSR
The First in a series of posts about bringing fantasy novels to the OSR
The intent here is to take some of my favorite fantasy novels and find a way to make their systems playable in the OSR. It is a fascinating challenge, and one that I think could open doors to playing in a setting with which one is already familiar, which could improve the ease of running the game for the GM, and the interest of the players who know the books.
Read The Farseer Trilogy, Please
If you haven’t read any of Robin Hobbs’ Realm of the Elderlings books, I recommend you do so immediately. I just finished reading the first trilogy, The Farseer Trilogy, and was blown away.
Not only are the story and writing amazing, but the worldbuilding is spectacular. It really got my GM gears turning, thinking of new scenarios and mechanics.
One thing that really struck me was the magic systems. They are subtle, rare, and simple yet useful. There are two primary magic systems, the Wit and the Skill. This particular post is about Wit, but I plan to do a write up about the Skill soon.
What is Wit Magic?
First, let me explain what the Wit is, if you haven’t read the books.
This is technically mild spoiler territory because the depth of the wit isn’t established until after the first book, however I will avoid bringing up any plot points. You’ve been warned.
One who is capable of using the Wit (or rather, one who is Witted) is capable of doing a few different things with their magic. Heres the gist of it:
Form a bond with an animal, sensing one-another’s emotions. This eventually evolves into the ability to see, hear, and smell through the animal, then full-fledged telepathic communication. Eventually one will be able to sometimes take control of the animal as if it were an extension of their being.
Sense the presence of animals and people in the area
“Quest” out to animals and people near you and gain a sense of their mental or emotional state. This isn’t quite mind reading, but you can learn a lot with it. Some people seem able to block this ability even if they themselves have no aptitude for magic.
One important thing to note is that the animal companion is not a master-slave relationship. The bond is mutual, and very deep. When an animal someone is bonded to dies, it leaves a gaping hole in their soul for quite a while.
There may be some that I’m missing, but these three abilities make up the majority of it. As you can see, we have a magic that is very naturalistic, somewhat druidic in D&D terms.
Making this Gamable
So, to make this into something you could add to an OSR game, we need to turn these abilities into mechanics.
For the animal bond, this seems simple but we have some thinking to do. Something along the lines of: choose an animal, it is bonded to you, and the connection gets stronger as you level. If the animal dies, enforce some sort of penalty. We should also include a rule that keeps a 1st level player from choose a polar bear and just tearing up every dungeon ever - maybe we will have HP scale up to a certain level.
Sensing the presence of living beings should probably be changed from an “always-on” ability, to an ability that can be used X times per day, with a range. Say, 1 time per day per level, with a 60’ radius or something like that.
“Questing” should probably have a range that increases with level. It should also require a save, from anybody who suspects the character of being Witted.
Finalizing What We’ve Got
Alright. We have the idea for our mechanics, lets turn it into hard rules.
As a character class, this would likely be d6 HD class, with XP progression of the Cleric.
Animal Companion
At level 1, you may choose any natural, non-magical animal to be your companion. The animal should be of normal size (for example: dog, wolf, jaguar, black bear) and not extremely small or short-lived. You have a deep bond with this creature.
The companion starts with 1 HD, and gains 1 HD each time you level. Once it reaches 4 HD, it can no longer increase in HD.
You and the creature can sense eachother’s emotions keenly, but cannot communicate any complex thought.
The animal will always fight to defend you.
At level 2, your bond deepens enough that you can use telepathy to communicate plainly with your companion.
The companion cannot understand spoken language.
At level 3, you can go into a trance-like state and see, hear and smell the things that your companion senses.
This can be done for one turn per level, per day.
At level 4, you can inhabit the mind of your companion and control it.
This can be done for one turn per level, per day.
Upon the death of your companion
You will have your level reduced by one, including HP and saves of your previous level.
You must undergo a period of mourning (length determined by GM, recommended 1d4+1 weeks). During this time you may adventure, but you cannot use the Wit in any way.
After mourning, you may bond with a new companion. The bond with the new companion progresses at one stage (or level) per week until the bond is completed or the chracter level and stage match.
Sense Sentience
Beginning at level 1, you can sense the presence of any living being that has a soul (animal, monster, or person, but not undead).
This does not provide a precise location, only an approximation.
The range of this ability is 30’.
This ability can be used for one turn, once per day.
At level 3
Range: 60’. One turn, twice per day.
At level 5
Range 90’. One turn, three times per day.
At level 7
Range 120’. One turn, four times per day.
Questing
Beginning at level 2, you gain the ability to sense a living being’s mental or emotional status.
The subject must be touched.
The effect is instant.
Can be used once per day
Those who are aware that the Witted individual has the wit, and are on guard, can block this ability. The GM will make a save privately to decide. On a successful save, the character feels nothing from the individual they quested out to.
At level 4
Range extends to all beings in a 5’ radius, twice per day.
At level 6, your control over your questing ability becomes more precise.
Range extends to all beings in a 15’ radius, or to one particular being in a 30’ radius.
Can be used three times per day.
Conclusion
That’s all I’ve got for you, I plan to do the Skill soon, before moving on to another book series after.
Interesting article. My wife has read the whole Realm of Elderlings book series and she said there is more to the magic further in the series.