I'm interested for a couple of reasons. It allows a lot of freedom for players — when special effects are up to player creativity, it can expand the idea of 'what is magic' in ways that D&D has never conceived. It also makes magic adaptable to all kinds of genres and settings.
The first step in this process is to come up with a list of categories that describe the various spells in OD&D, regardless of spell level. For example, both sleep and hold person incapacitate their targets. The next step is to break down the various mechanics of these spells to determine what mechanical variables each category has and how many spell levels each mechanic is worth.
As an exercise, let me tackle one of the easiest categories in OD&D: damage dealing spells. Surprisingly, there are only two spells that directly deal damage to their targets: fire ball and lightning bolt. Both of these spells can be broken down into three mechanics:
The first step in this process is to come up with a list of categories that describe the various spells in OD&D, regardless of spell level. For example, both sleep and hold person incapacitate their targets. The next step is to break down the various mechanics of these spells to determine what mechanical variables each category has and how many spell levels each mechanic is worth.
As an exercise, let me tackle one of the easiest categories in OD&D: damage dealing spells. Surprisingly, there are only two spells that directly deal damage to their targets: fire ball and lightning bolt. Both of these spells can be broken down into three mechanics:
- damage of 1d6/ level
- area effect (total of 4 one inch squares)
- ranged
Thus, players are now free to create a plethora of damage dealing spells ranging from 1st to 3rd level with all sorts of special effects. As an example, let's take three 1st level spell concepts from later editions of D&D:
- Magic Missile: ranged, single target, damage = 1d6+level of caster
- Shocking Grasp: no range, single target, damage = 1d6/level
- Color Spray: no range, area effect, damage = 1d6+level of caster
The beauty of this, to my mind, is that we are not limited to the special effects of existing spells. The three spells above could be anything we want to imagine: the three above could just as easily be called Arrow of St. Sebastian, the Hand of the Necromancer, and the Aura of Pain.
Unfortunately, not all of the mechanics of OD&D spells are this easy to dissect. Hopefully, I'll have more to share in the future.

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