Wizard Spell Selection, Making Up New Spells on the fly, and Major Arcana (possibly part 1)

Caveat: this is not a post with 22 spells, one for each of the Major Arcana. This is a post about how I do things at the table, based on a few years of practice. Maybe a post with Major Arcana spells will eventually come (or maybe Major Arcana as Star Signs). Let’s begin!

If you happen to generate a spellcaster character at my table you’ll soon hear that question: “What kind of spells would you like?”

And some lucky people have an idea and tell me. In this case, my go-to handbooks to draw spells from are Brendan’s Wonder & Wickedness and my own Marvels & Malisons. I often throw in Chthonic Codex and Johnstone’s The Nameless Grimoire as their scopes are much wider.

Some other people do not know. And this is what this post is really about. In this case I ask them if they want to get random magic, or maximally random magic.

If they pick normally random, I ask them for what kind of vibes they’d like, make myself some suggestions, then pick the most matching vibey RPG spellbook from the shelf. My favourite is Mike Mason’s The Grand Grimoire of Chthulu Mythos Magic, because I am a horrible GM that wants to see the world on fire empowering GM who loves sharing great powers and great responsibilities with players. I normally open an index page at random, point at a random spot on the page with my eyes closed, and give them that spell. This approach requires a modicum of game mechanic bending, but treating all spells as level-less does 95% of the work.

However, they almost always pick maximally random. If they pick maximally random, we get to the heart of the post. My grimoire hoard.

Flexing a Past Shame: My Spellbook Hoard

Hi, I’m Paolo, and I’m a recovering hoarder. I used to say “collector”, but let’s face the truth: I was not seeking completeness, instead I was over-nesting as a coping strategy. Anyway, liking books and magic and games I ended up with a sizeable fantasy RPG collection, and now I have a few shelves devoted to esoterica, of both the real-world and gaming variety.

These are not all my wizardy books. Some are still in Italy, and some other are shelved with the rest of their game handbooks, and some are in use. Also, you can see my altar, which I’ve turned into a random table for you at the end of the post.

Play is a creative process, let it run

Back to maximally random spell selection: I ask the player to roll 1d30, and pick the corresponding book from the top shelf. That is their spell discipline, and we randomize spell selections from the book contents: if there are spells or spell-like (like the lists of demons from Ars Goetia), we pick at random from those.

If not, I open pages at random and turn the contents into a spell. Some of those books have very adaptable content (for example tarots can be easily turned into spells). Some of those books, however, resist. The answer is to read the page until the inspiration strikes, and work that precious passage into a spell. There are many ways, these are simple suggestions:

  • Use the passage as the spell name.
  • Based on the passage, build the spell effect
  • The passage is just a metaphor, girl! The true nature of power is hidden!
  • Use a thesaurus to replace words until it it clicks.
  • Pick a few spells that sound related and mash them.
  • Exquisite corpse for spell effect: each player pics a fragment of spell effect, which are then composed: a player pics verb, another object, another adverb, another adjective.
  • And so on.

And now you have your spell.

I understand that this might not be easy. It requires a willingness to play half-baked stuff. Maybe this will make some completely broken spells. Maybe you are afraid letting this magic into you game will let people down, if the spells are garbage or if they need to be toned down for game design reasons.

That’s ok. Grant yourself the luxury of, essentially, do some seat of the pants game design. Play test it with players straight away. Be explicit about the process with your players, and please let them contribute to the process: do not let the shared creation limit to their PCs.

Paolo, you mentioned Tarot Magic

I could have written 22 spells, one for each Major Arcanum. I even started doing so. But I do not feel that is what this post should be about. Instead, we are going for “how to make things up”. Also, this is actually what happened at the table last time, and what prompted me to share this process.

Major Arcana have strong vibes and meanings. If you want a list, Waite’s The Pictorial Key to the Tarot is a good place to start from, but skip the most of it and go straight to the Greater Arcana Divinatory Meaning list. My idea is: each Arcanum can be cast for a spell effect tied to its Meanings: as always, if you need a yardstick for spell power, match it with other spells that a caster of the same level could cast.

However: Major Arcana have a lot of meanings, especially if you are in for card “reversal” (I am normally not). This give Arcana a lot of what I call utility: an Arcanum can be used in many more situations with great effect compared to ordinary spells. I feel this might make Arcana too handy, so maybe they could have some complication to both even it out and make things more interesting (a win-win). Here are some improvised examples:

  • Cost: each Arcana has its card as spell focus: they are a material component that is not consumed. Drawing a card costs 50gp multiplied by the square of the card casting level, and takes a day per card level. So if you are level 10 and have only a level 5 Chariot, you’ll be able to cast Chariot only as if you were level 5, or you can spend 10 days and 5000GP to make a fancier, level 10 Chariot card. Level 1 Wizards start with three level 1 cards from their Arcana selection, and if they know more (because of high intelligence, for example) they need to find or draw up more cards. This is a good money sink for wizards, and also lets the GM place cards as treasure. Maybe you can even cast the Arcana as scrolls, but that would be really expensive.
  • Lack of Control: as each Arcanum has different meanings, we could lean on the random nature of card divination. When you cast an Arcanum, decide which Meaning you wish to bring forth, then try a Reaction Roll to see if the Gods favour you:
    • 10 or more: the Meaning of the chosen Arcanum takes effect.
    • 7, 8, 9: the GM picks a different Meaning from the same Arcanaum and applies it to the situation in a way that benefits the wizard. Good stuff, but not what you expected.
    • 5, 6: pick a Meaning from the same Arcana at random, and the GM applies it in a way that either benefits of impairs everybody, or in some snidey borderline inoffensive, random-ironic way.
    • 4 or less: pick a Meaning from the same Arcana at random, then the GM applies it in a way that incoveniences the Wizard. Be painful, but do not be too mean: Unless cast in the direst of circumstances this should not doom the wizard by itself.
  • Random selection: rather than learning specific Arcana, the wizard learns a number of Arcana slots, filled at random. Decide with the players if the Arcana selection changes every day, or the single slot changes when it’s cast. If you want to be extra fancy, and stick to the concept of the Fool’s Errand, the wizard will need to go through the whole Major Arcana before cast arcana are available again.

These are only examples, and can be further developed and refined. Remember to check in with players, especially the caster. Also, very important, treat this as a work in process: before the next session you can discuss how things went and adjust, and eventually the rulings you make during resolution might become more codified, and the effects from those spells start to coalesce into road-tested game mechanics.

This is, after all, a learning experience.

Conclusion

Regardless of what happens, the outcome is this: I get the appropriate book out of the shelf, discuss a spell selection with the wizardling, they pick 3 + intelligence bonus spells, plus the spells that all magic users know how to do: Maleficence and Arcane Bulwark and Open thyne Third Eye. I then explain Empower, and we are ready to go.

The next post might be about starting inventory. Which is kind of funny, because it’s also the topic of my first blog post here, about a million years ago.

What’s on the Altar? (1d12, based on my altar, somewhat redacted)

  1. a small journal filled with the tribulations of the soul. A collection of shames and pains, going from heart-rending to seemingly-innocuous-yet-causing-hangups.
  2. a pomegranate, a symbol of abundance and fertility.
  3. poppies, a symbol of dreaming, the subconscious, and letting go of pain.
  4. an ammonite, a squid who was alive and doing its own things 240 millions years ago, which is a good amount of time to meditate about.
  5. a conker.
  6. CDB oil, to ease mild issues of anxiety and hypermobility both.
  7. a candle, for light, fire, focus in flame meditation, and many other uses.
  8. a nazar, to catch the evil eye.
  9. a singing bowl, with mallet and pillow, for focusing meditation.
  10. thimble and needle, at the same time meaningful symbols of needing preparation before dangerous tasks, focus for binding and healing, and the ultimate tool for the mundane sorcery that is bookbinding.
  11. a tarot deck.
  12. a monster hunting kit in a jute pouch.

Operating Weird Dungeon Machinery Considered Harmful

Beautiful Yet Lost features, tuckered away in its ruins, sort-of-industrial, mostly broken down machinery. Maybe it’s an automated pita maker. Maybe it’s a vat that brews brews. Maybe it’s a statue-replicator. Maybe it’s an ornithopter.

Regardless: They often do not work perfectly. And, sometimes, fail catastrophically.

This is how I’m trying to handle them.

Machine Basics

Machines have mostly three things to them: purpose, power, and health.

The purpose is the reason of being for the machine: machine are built to make things, or do things on other things, or make things happen. For example:

  • a stone automated forge that makes axe-heads
  • an iron obelisk that recharges fire-magic items
  • a steel elephant walker, with a hut built on the howdah, and a hook on its tail, for wagon attachment
  • and so on

Power is what the machine needs to operate. For example:

  • mechanical power, for example a water wheel.
  • heat, for example a furnace.
  • star energy, for example a henge. Star power is always present, but henges are usually tuned to work at specific times with specific stars, so they supply power intermittently.

It goes without saying that you can use machines to power other machines, and engines are helpful because they convert energy to a different energy. For example:

  • a big coal-fire steam engine can power many smaller machines with either steam or mechanical power
  • a fire spirit bound into a demon-core (from mug-sized for a 1 hp Singe Sylph, to building-sized for a 24HD Fiery Flamingo) can provide both radiant heat and mechanical power via its crank shaft. And sometimes it cannot stop from providing both at the same time, together with pained screams, as the fire spirit it traps rages against the brass walls of its prison.

Devising application of harnessing other kind of spirits inside demon-cores is left as an exercise to the reader.

Health is how badly the machine is broken. From 6, perfect working order and totally fine, to 0, for when you do not even need to look at the machine to wanting to nope away. Health can be increased by 1 by skilled engineers spending 1d12 hours and some supplies, if they roll successfully (stat roll or skill roll or saving throw, depending on your game system and inclination).

As we are about to start having comedy health and safety accidents, machine health should not be quantified numerically, but should be strongly telegraphed to players, so that they know what is coming.

Machine Operations

First, the machine must be set up. Machines found after the catastrophe many machines are often already set up, as nobody has used them since the Catastrophe. However, as they have not been used since the Catastrophe, they might be clogged- and caked-up and might require set-up still (1-in-2 chance). If not set up, it usually takes a turn to set them to working order. Dials registered, regulators de-biased, cradles cleaned, pipes scrubbed, brass polished.

Second, the machine should be fed. Load ingots on anvils, hops in hoppers, fragrances in phials, whatever it needs. If might be far from straightforward for the PCs to understand what’s going where, but rummaging in storage, nearby supply rooms, and a bit of common sense might help. Without the correct power the machine simply won’t do anything, but if fed the wrong resources the outcome might be worse.

Third, the machine can finally be operated. Now, make a OPERATOR roll, and an BREAKDOWN roll. You want the OPERATOR roll to beat the BREAKDOWN roll.

The OPERATOR roll is 1d6:

  • advantage for a skilled operator (if you do not have skills in your game a relevant PC class will also do)
  • disadvantage for an unskilled operator
  • disadvantage for not being accustomed to this machine
  • disadvantage for using wrong supplies, like metal ore in a wine-brewer. If successful the result might be useless (rusty water), or surprising (IRN-BRU).

The BREAKDOWN roll is 1d6:

  • advantage for using wrong supplies.
  • advantage if the machine was not set up.
  • disadvantage for a skilled operator

After rolling, check all the following conditions:

  • If the OPERATOR roll is better than the BREAKDOWN roll, the machine works fine and does what it should.
  • if the OPERATOR roll is worse than or equal to BREAKDOWN, the machine makes/does something bad, wrong, or bad and wrong.
  • if the BREAKDOWN roll equals HEALTH, nothing is wrong, but wear and tear reduces HEALTH by 1.
  • If the BREAKDOWN roll is over HEALTH, roll 1d8 on the CATASTROPHE table.

In case of Catastrophe roll 1d8

  1. The machine EXPLODES. 3d6 damage to everything in the blast radius. The blast radius is 10 feet or twice the size of the machine, whatever is bigger (e.g. a 20′ wide machine will shrapnel with a radius of 40′). If present, a demon-core will breach.
  2. The power supply breaks down catastrophically and must be rebuilt. Lose 1d3 Health. Demon-core breach: 4-in-6.
  3. The energy supply thrashes and deals 2d6 damage to 1d6 people nearby, save for half. Lose 1 Health. Demon-core breach: 1-in-6
  4. The usual health and safety accident: a person nearby at random is hurt, 1d8 damage. Loud cackles and cheering from the demon-core.
  5. The machine does or produces something, something somewhat ok but overall very wrong. Decrease Health by 1.
  6. The machine groans horribly from structural stress for 1d6 rounds, then roll again.
  7. Nothing? Seemingly nothing? in 1d6 rounds roll again with advantage.
  8. There may be a weird flash, or eerie clang, or a strange smell, but nothing bad happens.

In case the machine is not powered by a demon-core, ignore the demon-core section.

In case of demon-core breach, the demon core containment fails. The spirit is released with a magic explosion dealing 1 damage per HP of the contained spirit to everyone within 30 feet, save for half. There are ways to open safely a demon-core, but this ain’t it.

A List of 1d12 Machines

  1. a star-concentrator for sideral siderurgy. A forge strapped to the end of a telescope on an equatorial mount, tracking a specific star all night to better focus its energy on the metal.
  2. poisonous frog squeezer/breeding-pools, supplying antidote juice.
  3. a 30-feet tall balsa-wood mecha roly-poly, really fast when rolling.
  4. a pharmaceutical omnireactor: makes potions supplied with water, herbs, and alcohol
  5. a car. You might think this having a car would be boring, but I’m willing to bet that your players feel differently. Vroom vroom.
  6. self-catapulting glider
  7. electrocuting-net auto-fishing/frying machine
  8. a power condensing empowering pyramid, focusing energy from all its sides on a single point (useful for enchanting or empowering items)
  9. An essential spirit distillery. It splits the content of its pot in separates essences and stores them in jars.
  10. Dinosaur Kerogenator/Distiller. Slightly a misnomer, it converts any organic matter to flaming oil (not only dinosaurs).
  11. The Iron Replicator. A self-propelled digger/smelter/forge with the size and mood of a grumpy cow. If fed combustible it will dig and smelt more iron to make more Iron Replicators. To prevent it from dangerous runoffs it has behavioural directives stopping it from feeding autonomously and scavenging iron. In case of Catastrophe the created Replicators will not have those directives.
  12. The Patented Holy-Auto-Card-Maker. A small letterpress/papermill/hemp harvester/graveyard device. You must supply the corpse or ashes of a saint, some hemp seeds, plenty of sunlight, and a whole lot of cranking.