New Release! Hamsterish Hoard of Hexes!

Do you want obscure tomes, eldritch lore, enchanted items, watering a rose briar with your blood, and adorable animal wizard friends holding hands? Get Hamsterish Hoard of Hexes!

Taichara (historic blognew blogtwitter) has been writing spells and magic items for years, and I’ve always been a fan. We joined forces to make a new spellbook, collecting her best and most colorful spells and magic, and illustrated by Alex Damaceno.

The content is split in two parts: eight magic tomes; and an item catalogue. The tomes are:

  • Principia Primordia, and its powerful channeling spells and plants
  • Least Book of Serpentarius, teaching the secrets of harnessing star power
  • Roseate Codex, a magic handbook about why feeding roses with your blood is clearly the only rational choice
  • Collected Wisdoms, holding the keys to wisdom, denial, and dowsing. 
  • Tjehenet, a papyrus filled with shiny and glittery magic
  • Ex Sanguinis, and its crimson sorcery of emotion and blood
  • The Manual, that famous tradecraft grimoire
  • Book of the White Cat, teaching the icy mystery of the Queen of Clowders
I said there would be animal wizards

As for the content, the spells are much different in tone from the ones in W&W and M&M in a few ways: first, HHH has more explicitly combat spells, but most importantly these spells were written for low-level D&D play, and have been subsequently adapted to be without level.

An example, straight out of the Roseate Codex:

Iron Briar Embrace
Range: 50′, Duration: 6 rounds

This spell creates a tangle of coiling, clawing metallic black briars studded with fanglike thorns. The briars erupt from the ground beneath the target and wrapping around them. The vines inflict 1d6 damage per round as the thorns drain blood (or other fluids), and block the victim on the spot if they fail to save. Targets trapped in the briars may be cut free in 1d4 rounds.

Something different about the content is that, as previously mentioned, the content is split in books. As in, those are books to be found in game, each containing the appropriate spells, a list of useful paraphernalia (for starting items or to fill the jank drawer of a wizard kitchen), and most importantly some important esoteric knowledge that goes beyond spellcasting. For example, the extra content from the Least Book of Serpentarius:

The Three Mewguses

The books ends with a catalogue of 24 magic items: useful automata, lenses and powerstones and jewels, some weapons, and many more, with a section of colorful Ephemera, minor one-use items that are surely useful and treasured enough for low-level adventurers. Amongst them, of course, a chicken automaton built to correct your spelling mistakes, the SPELLCHICK.

BEHOLD THE SPELLCHICK WONDER

A Hamsterish Hoard of Hexes, A5 53 pages b/w, available in print and pdf

Free: Whitebox Wizardry, and one day maybe probably how to make it into a real book.

Some people asked: how do you start binding books?

By taking a course or just, you know, get needle and thread and fool around with paper.

Since not all of you might live in a city with a university or an art school, I made this:

whitebox-wizardry

This is going to be two things: first, PDF files to download and print. Get them here: normal PDF and imposition PDF. The first file is also handy to use on mobile. Don’t use the second on mobile: it’s to be printed duplex, folded in a specific way and bound.

Second, a small tutorial on how to make some small (literally, they are going to be in A7 format), utilitarian books to use at the table. I’ll try to stick to no-glue books, mostly because every time I used glue recently I more or less destroyed the whole book and got really upset (if you wonder why I’m not selling handbound stuff anymore, it’s because I’m cursed). I have no idea when the tutorial part is going to be out: the PDF took only some light finangling to do, but the tutorial will take a while to put together.

Khosura Street Blues: where I get lazy and tell you about how my campaign is going making a post with some pictures, plus an attempt at a Knotromancy School for W&W

I’ve been running one of the two Mageblade playtest campaigns in Khosura [post in Hungarian], written by the always awesome Gabor Lux. I’m playing a prewritten module because I’m playtesting and I’d rather spend more time evaluating how the game mechanics behave and not tinker with the world as I go: less prep is better prep. Also, Mageblade requires no adaptation whatsoever from your typical D&D, you only need to raise[lower] AC by 2.

(see what I did there? I made a funny).

At any rate, this is the amount of Khosuran underworld we explored in about 6-7 sessions.

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Yes in Glasgow we drink a lot of Tennets. Those in the front of the screen are dead PCs to remind players that I am a cruel douchebag.

Khosura seems to be one of those dungeons where sessions alternate between exploratory (finding interesting stuff) and resolving (getting the sweet swag out). At any rate, the party last night was as usual not at its full. In order from right to left: Durgon the Fighter, Alyna (yep, that’s a rogue with a scumbag hat and a monkey), Cailan the Knotromancer with his rope.

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Durgon is short because I clearly can’t draw, depicted with his re-re-replaced plate mail. Durgon uses a pollaxe, not a sword, sorry. Alyna has dagers, but never dual-wielded daggers in her life, and I think she actually never made an attack roll ever in two sessions as she always, always slithers away. She’s good at that. Sometimes Cailan goes around with a goat, but only for sacrifice purposes, blame Brendan, and he’s depicted with his pet magic rope. Spaturny not depicted, but he usually goes around with a bag on his head. Rhaegar is also absent, together wish his basilisk-in-a-cloaked-cage.

Wait, Knotcromancer? It’s complicated. In my games a lot of casters tend to study a field of magic but also necromancy, for obvious reasons: it’s a very concrete, god-of-the-flesh, effective, if totally unsubtle school, so its perfect for those adventury shit-hits-fan, make-or-break times.

But Cailan is not like that. Cailan is a necromancer that is totally ashamed of being a necromancer, and never admits being one. So I started calling him Not-romancer. And he got progressively more and more funny (and by funny, I really mean creepy and weird yet hilarious) about his magic pet rope.

At any rate, how did Cailan get his magic rope? I make starting PCs roll on the Kata Kumbas Inheritance Tables. This is the Summoner/MU table:

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No game mechanics defined for at least half of these objects. Yes, you can get 4 geese or an axe that never misses its target or a plum shortcrust pie or a pet snake. Roll well.

So Spaturny got a Gnostic Gem of Healing (spend a mana to heal 1d6, once a day) and a Ring of the Sea Gods, while Cailan got a magic rope and a bottled metamorphic ectoplasm.

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58 it is

So it happens that Kailan has a bit of an easy trigger with magic and ends up always with no mana too soon. This is col because he’s forced to deal with what he has available, which in this case is an enchanted rope that can move as long as he holds it. So he used it to lazo treasures away from traps, rescue comrades fallen in deep waters, and so on. And treat it like a pet. Sam (Kailan’s player) feared he was pissing me off with this creative use, but it’s totally, totally fine, and when I groan and facepalm is because I’m surprised by the player creativity.

So Gary asked if I meant Notromancer or Knotromancer, and obviously it’s both.

So, here’s a first selection of Knotromancy spells. All have a 50′ long rope as target.

Sorcery School of Knotromancy

Brendan, don’t worry, they are not for the revised W&W.

  1. Rope Trick – you know that spell you throw the rope up and can climb and hide in a nook between dimensions able to host 1 person for sorcerer level? that one. You can also pull the rope in the nook.
  2. Tangle – like Entangle, but with a rope, affects only enemies. Victims are still slowed by the rope even if they save. Can be deployed with a glyph.
  3. Shuffle the Mortal Coils  – Ropes to “Snakes” that are actually still ropes: a rope per level, HD: 3, AC: 7[13], DMG: 1 tight squeeze, Special: after hitting either pin or constrict for 1d8 damage. Each rope has a 5% chance per sorcerer level of being a deadly rope, and when constricting the victim must save vs death/paralysis or die. The spell can be reversed and make real snakes into ropes, splicing them together if needed, permanently. I’m going to remind you that permanent spells can be dispelled.
  4. Stupendous Strand – a held rope can be completely controlled in its motion and can be made incredibly rigid and impervious to damage. In combat can trip/disarm/whip as a magic whip +1.
  5. How Long is a String? – for a turn the sorcerer can extend the rope up to 100 yards per sorcerer level. It’s not stretched nor elastic, the spell simply makes the rope longer (and shorter) as needed, and only when wanted. If still elongated at the end of the spell, the rope unravels into long, impossibly narrow and very weak fibres.
  6. Rope is Always Handy – the rope ties itself around the caster and acts as a third, mind-controlled yet semi-sentient, fully capable hand. Grants an extra attack.
  7. Bind, like the one from Diabolism but with Ropes – because you’re not a Coenobite.
  8. Cat’s Cradle – the sorcerer does some complicated figure-work with a rope, in a complicated yet silent spell cast over many rounds. In the first round, the sorcerer makes an opening, which has no effect. Every following round the sorcerer can elaborate the figure and either unleash the figure’s power or hold it to elaborate it into a different figure next round. The sorcerer knows an opening plus 2 figures per level (which can be openings). This is a tree with some of the possible figures: from a figure it’s possible to make figures tabbed within it; so from cradle, mattress, then candles, then either saw (which is terminal, and must be unleashed) or diamonds, then cat’s eye, etc.
    1. Opening A: opening, no power
      1. Open the Gate: unlocks and opens a door within 10′.
      2. Find the Owl: Detect Avian, 200 yards radius
      3. Dugout Canoe: the rope becomes a dugout canoe.
        1. Crab: the rope become a cranky crab: AC:1[18], 1HD per sorcerer level, ATK: claws 2x1d6. While hostile to the sorcerer’s enemies, its not friendly to the sorcerer either.
      4. Path to the Well: as the Find Water spell.
    2. Opening B: Opening, no power
      1. Fire Drill: seats a nearby thing on fire. Even people.
      2. What Will You Do?: as Confusion, lasts 1d3 rounds
    3. Cradle: opening, no power
      1. Mattress: up to 1 HD per sorcerer level must save or falls asleep.
        1. Candles: the rope shines bright light for 1 hour
          1. Manger: the rope becomes a meal for a person per sorcerer level
            1. Saw: a object or being of wood within 30′ is cut in twain.
            2. Diamonds: the rope looks and feels as if it’s made of pure gold strands.
              1. Cat’s Eye: the sorcerer can see in near-darkness as if it was in full daylight
                1. Fish in a Dish: if offering some food to someone, the reaction is automatically improved by 1 step (similar to Bewitch).
                  1. Hand Drum: terrifying noises make all enemies of lower level than the sorcerer flee if they fail a save.
                    1. Lucky Tea Kettle: it enchants a kettle of warm brew, enough for 3 people; if immedialtely drank, the drinker can reroll a die in the next hour.
    4. Index: opening, no power
      1. Fish: the rope become a fish friendly to the caster with AC:5[14], 1HD per caster level, and of proportionate size. It can be ridden by a human for each HD over 2.
        1. Pig: like Fish, but a pig.
        2. Frog: like Fish, but a frog.
        3. Dazzle: everyone within 20′ must save or stare at the rope. Bedazzled victims are freed when shaken or attacked

None of these spells have been playtested (except those that are inspired by other spells), so CAVEAT EMPTOR.

 

 

Magia Nova: new spells, old spells

Here’s some new spells and some old spells and some in-between spells from Magia Nova. Each spell has an Art (like Cambio/Change or Creo/Create) and a form (Foco/Fire /Magic or Aria/Air/Spirit), so there are spells for all combinations for each level. You can see all level 1 spells in Grimorio da Tasca.

Developmentwise, it’s been complicated. Inspired by Ars Magica, I started with more Ars and more Forms, but then narrowed them down to 4 Arts and 4 Elements as I wanted to use mostly OD&D spells analogues from S&W Whitebox.

So, old spells just stay normal, but sometimes their wording is changed a bit, either to fit the short-form, or to make them fit the short form, or to fit the art-element frame, like this level 1 Creo Foco spell, made to replace Light:

Flame

Range: 120′. Duration: 1 h. + 10 min./lvl

The caster creates a flame big as a fist and bright as a torch, coming off target object. It does not need fuel and spreads like normal fire. The burning object deals 1d6 damage if used in melee.

Then there’s the “well, your annoyingly narrow focus is now more entertaining” category, level 2 Sento Aria (Aria also covers spells about spirits and illusion and ethereal stuff in general):

Pierce the Veil of Deception

Range: self. Duration: 1 h.

This caster can see what otherwise would be magically invisible or hard to see, like secret doors, invisible or ethereal beings. In addition they will sense that there’s something wrong while exposed to other types of illusions and phantasms.

Pierce the Veil of Deception is here to replace and extend Detect Invisible, with a better name. Then, as the framing is for 108 spells there’s the”just new spells”, as the grids were gappy, so a level 2 for Creo Aqua (Create Water, which also covers life):

Life Ebullient

Range: touch. Duration: 1 h.

The subject creature becomes engorged with bristling energy and either recovers all temporary da­mage or gains 2d4+2 temporary hits.

Two spells did not fit in the grid, but:

  • you either won’t miss Magic Missile because you hate it, or you’ll use Maleficence rules that let you shoot noxious effects.
  • Move Earth got moved to level 5 and merged with Rock to Mud, into this new level 5 Cambio Terra (Change Earth) spell here, which fits into the “in-between”:

Bind the Hills

Range: touch. Duration: 1 h.

The spell alters orology, moving earth, hills, mountains at 6 feet/minute: when the spell ends the earth stops moving. The spell can also alter earth, stone and mud into each other, but this change changes to normal after 3d6 days.

There are also 2 more spells that don’t fit: Summon Elemental and Animate Dead. but those have some special rules themselves.

DODECATHAUMAGRAMS OF THE MANIFOLD NEXUS

The Great Bureaucracy is busy writing a whole lot of thaumagrams writs, busy somewhere in the infinite tangle that is the Manifold Nexus. It does mostly bespoke jobs by hand for the Quaesitors and the Harassers, but a whole lot of work is done with blocks bearing the mirror image of a thaumagram in relief. The block is inked with inks made with a base of aged blessed wizard blood, sinner bile and spider venom, then silk is applied on the block and rubbed energetically, impressing the design on the fabric. These writs are then left to dry until ready to be rolled, stamped and numbered, cased (usually in long hollow bones or tubes of iron or jade) and eventually shuffled along the multiverse crawlspace toward their destination.

ONE STEP BACK

Back in the day I read Orion by Masamune Shirow. It has some special juju babble that is fantastic, and it left me very impressed. Seska’s sheer badassery and curves also left a teenager Paolo very impressed.

Anyway, a whole lot of magic in Orion is based about written form. So calligraphy and power words and sigils and whatnot. Here Seska is trying to… I’m not sure. That comic is incredibly obscure. I think she drew a massive ward to keep out Susanoo the god of Storms and at the same time… monitor the water element or somesuch.

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Also, Susanoo kicks so much ass in this comic. Probably because he’s a god.

A CATALOGUE OF THE DODECATHAUMAGRAMS

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The name says that the DODECATHAUMAGRAMS are twelve:

  1. VIOLENT DARKNESS VORTEX, which obfuscates the sight and the judgement but not the drive, leading the victim to inflict violence and dark sorcery on friends and foes alike. For one turn the victim decides whether to attack or cast an offensive spell, but the target is at random. Save negates.
  2. BLEAK GLOOM OCTAGON, leaving the victim listless, incapable of acting for 1 turn. Save every round.
  3. PURE CLEANSE CIRCLE, the victim is cleansed of all curses and negative spell effects for a day. No save.
  4. UTTER DISPEL CROSS, the victim is completely purged from magic effects, and won’t be able to work magic or use magic items for the next 1d6 rounds either. Save to avoid.
  5. RUBY FIRE BARBS, the victim catches fire and takes 1d6 damage every round for 1 turn. No save, but Stop, Drop & Roll grants a save to terminate the effect
  6. WHITE SANCTUARY CIRCLE, a person stepping inside its bounds has an additional 50% save against any attack or negative spell, effect or ability. The Circle stop working if the subject leaves or commits an aggressive act, or after a day.
  7. PURPLE DEMON TRIDENT, summons a 3 HD fire demon that every round deals 1d6 fire damage to everyone within 10′, save to halve. The demon is hellbent on arson, murder and jaywalking and totally not under the control of the caster. It burns off in 1 turn.
  8. GOLD CHARM HEART, makes the victim totally fall in love with the writ-giver for 1 turn. Save negates.
  9. GREEN LIFE SQUARE, heals 2d6 HP. Save negates, as this deals damage to undeads.
  10. SILVER BANISH ASTERISK, banishing the victim for a day to their plane of origin. Works only on those that are not on their plane of origin. Save negates.

The eleventh and twelfth DODECATHAUMAGRAM have not been leaked yet.

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There are a few ways of using the DODECATHAUMAGRAMS in your game. Mageblade will have another method, and it will be really important for one of the classes.

DODECATHAUMAGRAM WRITS

Writs are special scrolls that are used as melee weapons. Often the printed writs appear in the black market, or become available from bureaucrats in need of a quick penny, usually for at least 500-1000 coins each. They must be unrolled with two hands and then used to hit the opponent. This makes the awkward to use if you are busy with sword and shield already, unless you want to drop your weapon and shield, maybe?

Writs are single-use items. In melee, wield the writ and hit unarmored AC, save applies when specified above. In Into the Odd, they are weapons dealing 1d4-1 which, if they were to deal damage, instead do zero damage and affect the target if the save. As an alternative, they can be thrown up to 10′ away. Once the victim is hit, regardless of whether the victim saves, the scrip is ruined and usually dissipates entirely in thin blue smoke.

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THAUMAGRAM ORDERS

The origins of the DODECATHAUMAGRAMS are uncertain. What’s surprising is that some cults worship icons of Saints or complex drawings that are, thaumaturgically speaking, isometrical to the DODECATHAUMAGRAMS. This might hint at a deeper trilaeral symmetry between the Left-Right Hand Path Correspondence, the Manifold Fractal and the Nature of Godhood. Or it might be entirely dumb chance. Or utter poppycock. Further research is warranted. The Great Bureaucracy is not bothered at all by this.

Clerics can be of one of these cults. They lose the Turn Undead capacity, but each cult has an icon they worship and use as holy symbol: pick one of the following invocations. The cleric can use the icon once a day, plus convert not-yet-cast spell slots of any level to power the icon. The icon is not applied, but simply shown to a victim or pointed toward a target within 10′ as an invocation is made, no touch attack needed.

  1. ICON OF ST. SYT’S SUPPLICE BY LIEGE VASSAL is isometrical to VIOLENT DARKNESS VORTEX
  2. ICON OF ST. CIUCO’S CONTEMPLATION OF ALTERNATIVES is isometrical to BLEAK GLOOM OCTAGON
  3. ICON OF ST. HARALD’S BAPTISM IN THE RIVER is isometrical to PURE CLEANSE CIRCLE
  4. ICON OF ST. MORNA’S RESPITE AT LAST is isometrical to UTTER DISPEL CROSS
  5. ICON OF ST. BARNAS’S TANTRUM AT THE GATE is isometrical to RUBY FIRE BARBS
  6. ICON OF ST. SCIURA’S CHILLING IN HER GROTTO is isometrical to WHITE SANCTUARY CIRCLE
  7. FLAME OUROBOROS PATTERN is isometrical to PURPLE DEMON TRIDENT
  8. STATUETTE OF THE SAUCY HONEY GODDESS is isomatrical to GOLD CHARM HEART
  9. SNAKES TANGLE WEAVE is isometrical to GREEN LIFE SQUARE
  10. OSMIUM CROSS WITH HOOKS POINTING TOWARDS SUNRISE is isometrical to SILVER BANISH ASTERISK

DODECATHAUMAGRAMMATA SCHOOL

What’s more concerning for the bureaucracy is that some of its secrets have leaked and some savants learnt how to simply trace the DODECATHAUMAGRAMS by hand, in a few seconds. Quaesitors are always on the lookout for this kind of infraction and, when found, Harassers are dispatched urgently to curb it and give an example to everybody.

Do you even Wonder & Wickedness? The DODECATHAUMAGRAMS can be used as W&W spells. To cast them, use the usual W&W rules, but to cast them the sorcerer simply traces the glyph mid air and then concludes it by touching the victim or the target. A touch melee attack might be needed. If the attack fails the sorcerer can of course try to touch the victim again in the next rounds.

Sneak Peek: Magia Nova: Il Novissimo Metodo Didattico delle Arti Magiche

Oh, the joys of writing something purely for D&D. I’ve been working on a word/runic magic system for a while and while I was at it I though I could just spin off one of its subsystems. I also took the occasion to make a book with all the S&W Whitebox spells, but organized by level and not in alphabetical order.
Yeah, I know, de gustibus non disputandum but there is clearly a WRONG and a RIGHT way, and the alphabetical sort is a pain in the ass when you’re trying to allocate slots and need to check spell details across the level. Which is much a much more common scenario compared to, say, check spell details across the spells starting with the letter S. If you need to find a spell by name, an analytical index will do.
Hence Magia Nova! The principle of this new didactic method is a blah blah taxonomic approach blah blah system of mysticism blah blah correspondences blah blah great pedagogy blah blah left hand, right hand blah blah. Ok, enough babble. The whole point is that the Magic User will learn Arts and Elements instead of single spells.

Four are the Arts:

  • Creo for Creation
  • Disfo for Undoing
  • Sento for Perception
  • Cambio for Change and Control
Four are the Elements:
  • Foco for Fire and therefore Magic
  • Aria for Air and therefore Spirit and Perception
  • Aqua for Water and therefore Life
  • Terra for Earth and therefore Matter

The casters start by knowing an Art and an Element and will progressively get better at casting spells and gain more Arts and Elements. In due time they will fully master a specific type of magic, and summon elemental spirits.

This is the spell list as it is now:

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Stars and question marks are safely ignored (they are notes for me). Some of those gaps might be filled, and things rejigged, but that’s the gist of it.

You will find a resemblance to Ars Magica by Tweed and Rein-Hagen. The resemblance is indeed there, but.

First, I love Ars Magica. Gangs & Bullshit owe a lot to it. Also Chthonic Codex. But Magia Nova is a different beast. Merely identifying spell groups with 2 words (or two runes, which is exactly the same) is the extent of the copying. They picked Latin, I picked oldy Italian.

I could have picked English. I didn’t for two reasons: the first is that picking premodern Italian makes it peculiar even for Italians, the second is that it’s better to have domain-specific terms for game elements. If your GM says you’re stunned by someone’s display of wealth, they probably do not mean that your character can only move slowly this round. They just used a turn of phrase which happens to use a word that means something different from a metagame perspective: you’re outside of the game and you use words to describe it that do not mean the same to people in the game. For game terms choose words you would otherwise not use to avoid confusion (no, not the spell).

Second: this whole thing started though with a different approach: create a taxonomy, and see how to allocate existing D&D spells to its subdivisions in an interesting way, rather than coming up with a system and creating new spells fitting in it (which is I guess how the Ars Magica spellbook was developed).

There will be a new, alternate Magic User, the spellcasting rules, the spells sorted by level (with some new spells), a handful of new monsters and, possibly, a few magic items. I have no idea when this will be ready, but given most of the spells come straight from the book it won’t take long.

[resources] Oh god, it’s full of spells!

A while ago someone on G+ asked for some alternative spellbooks, as in “I need a bunch of new spells”.

Thing is, I love spell and the arcane in RPGs, and I bought a bunch of related books. I even wrote and published a few.

So, here’s the list, in no specific order:

  1. The Great Net Spellbook – the first “noncanon” supplement we brought into our game. Things went wild. It impressed my teenager self to no end. A bunch are boring, a number are utterly overpowered, all are somehow wonky and quirky and a labour of love.
  2. The Pangean List of Spells – a tagged list of rewritten spells, great interface, a bunch are new.
  3. Kellri’s Spell Reference – As far as I know, all spells from that famous advanced fantasy game.
  4. Arcane Abecedary – I can’t describe this with less than 7 words:”wampus wampus wampus wampus wampus wampus wampus”
  5. Weird Thaumaturgy – Someone on g+ made a public thread asking for non-canonical, non-boring spells. I put together the document with some rough cut and paste but I did not finish it because reasons.
  6. Theorems & Thaumaturgy – a boat of spells, classes, items… PWYW
  7. Space Age Sorcery – the tin says, the book does
  8. The Basic Illusionist – Fancy a few illusion spells? what about about 8-score? 159 illusion spells and paraphernalia.

More will come to mind. Suggest some in the comments.

Need for Speech: words have power, Hodor, OG and a new word/rune-based magic system

I started watching Game of Thrones recently, and Hodor got me thinking about magic. In some oblique ways.

RPGs are mostly a discussion. Speech and writing, in their tabletop and PBM incarnations, are almost inherent to the form. This happens because there are not enough physical game tokens to allow expression of all the subtleties of what happens in the game world. For a NON RPG, like the DND 3E miniatures game, the need for speech is absent: it’s possible to move tokens and roll dice and point at tokens, and that’s enough to resolve the game.

Note that this has nothing to do with system completeness: it’s possible to have an incomplete system needing arbitration, where the referee resolves combats by moving, changing, adding and subtracting “bits” from the table, not a word spoken.

Speech at this level is about the world. Players make statements about the world and roll dice, which are about the world. The referee adjudicates and reports the results. So, we are playing, and this is the nature of the game: making statements about the world.

There is another level of need for speech, which is the speech that happens in game: characters talk to each other. The player of Hodor has problems with that. I played a speech-impaired character once and it was funny and challenging (the system was Fate though, which was the only negative note, because all players and the GM did a brilliant job).

At any rate, Hodor can’t speak. Hodor can act though. Which would be incredibly interesting if Hodor was in a game of Diplomacy.

Hodor is a bit extreme though. Let’s talk about Robin Law’s OG.

Og-Cover

OG is a gem. In OG you character knows how to use 3-8 words. You can unleash the very full panoplia of your extensive vocabulary when interacting with the Referee, but with other players? Stick to your own 3-8 words! If you know only “small”, “stick” and “you” you can’t say many things that do not insult virility. And that’s kind of cool because it’s a game made fun by its special player interaction.

It would be interesting if RPG magic was the same. Incidentally the first fantasy novel I read was A Wizard of Earthsea by U.K. le Guin, which has a system that is basically UG-Magic-University. You learn words for things, so that you can command them. And humans get baptized, so if you don’t know their real secret name you have to use their “common name”, which is what they use in daily life, or just use “dude”.

So, if you want a flexible rulelight magic system, one that is a bit crazy but completely not playtested, enjoy this one:

You MU begins the game knowing INT/3 names for generic things and 1 mana. When a new level is gained,  one new name is learnt and 1 mana per level is gained. You might want to use a foreign language (French? Italian? Lithuanian? Japanese? Kurdish? Finnish? Tsolyáni?) for the special names to stop your character from using them in play. They become game tokens, so you to avoid messups you want to be specific when referring to them. Or you can trace runes mid-air or pronounce the rune names. Whatever. Words have power.

To cast a spell, tell to the Referee ALL the words you are using this round. For example for Fireball would maybe be “big powerful fire blast there”, while Create Fire would be “fire”. Then, using the 5MORE system or rolling under INT or under CHA or trying to SAVE, roll once for every word you pronounce in the round. Consider every word as a different TASK for 5MORE EXPERT purposes.

You need to succeed at every word check to cast the spell. If you fail a roll, spend 1 mana to convert it to a success. If you elect not to spend the mana, all the words you are speaking in the same round get messed up and are all counted as failures. So yes you can take time casting a spell.

When you are done with words, something happens. The Referee will let you know what happens depending on the words that failed. As a yardstick, consider that a comparable D&D spell should have (2 x level) – 1 words. The referee and players are encouraged to write down combination of words of power, and the referee is encouraged to have the same combination of words have the same effect every time. Players should record combination and effects only if their characters have writing implements.

Now, this seems eminently more powerful than D&D. Surely it’s more flexible, and if you’re lucky it gives you infinite free spells at level 1.

But.

Failures.

Bite.

There are two consequences for failures.

The first one is that the caster gets burnt.

  • For each word failed, the caster can’t use that word for 1d6 turns.
  • For each three words failed, the caster takes 1d6 damage OR the caster can spend one mana OR the caster can get stunned. The caster can choose which as they know how to fend off magic power. Stun duration is 1d6 rounds if chosen once, 1d6 turns if chosen twice, 1d6 hours if chosen 3 times, then days, weeks, months, seasons.
  • For each six words failed, something awful happens. Maybe the caster gets whisked away by a gate for a while, or they develop a horrible mutation. I’ll let your Referee adjudicate.

So if a caster fails seven words, they can’t use any of them for 1d6 turns, takes three times a mixture of 1d6 damage or 1 mana damage or stunned for 1d6 rounds/turns/hours, and something horrible happens.

Plus, there is the second consequence. Magic happens regardless. Referee, consider that magic has a personality. And that words have personalities. And that some words don’t like being used close to each other. Let them play. You might even have the words make reaction rolls against each other and the MU to determine if the play nice. Mispronounced words will most probably misbehave at some level, and the caster might even pronounce other words instead of the failed one.

Note that if a spell targets someone, using a generic name (like “human”) grants an additional save, while using the Secret Name forces the victim to reroll 1 succeeded save.

You can learn new words from other people

Note that you can totally use this system as rune magic too.

Beyond Vancian: Alterations, Dispensations and Essence Corruption

Vancian magic has its place. But it’s not always appropriate, nor it needs to be the only magic system in your setting. Sometimes you want something more flexible, less mundane and more based on fairytale logic. More meaningful choices and deeper consequences.

Chthonic Codex takes the AFG magic system (available in the free AFG preview downloadable here, explained in section 1.2.1, pp 10,11 and already usable with other retroclones) and adds some, urm, bells and whistles of the arcane variety. The results are usable with all of them old school games you love.

Let’s start with the first spell learnt by most casters in AFG, and see what happens to it:

Unveil Arcana

Level: 0. Range: 1’. Casting time: 1 turn. Duration: instantaneous.

The caster uncannily receives insights and visions enabling them to identify and understand one arcanum, an unknown function of the chosen arcane item or phenomenon within rangeIf cast on a grimoire, the caster will be able to identify a chosen spell from the source. The caster can then learn and transcribe it if their levels are compatible. If cast on other items or phenomena, the weakest unknown function or detail of the object or phenomenon will be understood by the Caster first, with more details conveyed on subsequent castings.

Unveil Arcana is, for obvious reasons, cast very often in my campaigns. The characters meditates and has visions and insights about the unveiled arcanum. It would be interesting, far more interesting if the spell was also working with dreams… the concept of Dispensations enters:

Dispensation – the caster has to sleep at least 1d6 hours with their head close to the arcanum to be unveiled. Comfy pillows can be used, but not overly thick.

A dispensation is a condition that, if satisfied, lets the caster cast the spell without spending mana. In retroclones, the dispensed spell can’t be cast more than once a day, even if memorized. So, there you go, casters have a way of casting spells that they haven’t memorized, but it usually involves dealing with spirits, whispering to fishes, gilting doors and other awkward actions like choreographed singing and dancing montages.

The next concept is Alteration. The spell can be cast in more than a single mode. I’d also love to expose you to Metaphorurgy, the discipline of magic dealing with thresholds (both mundane doors and magic portals) which the Gatekeepers hold dear.

Past Passage

Level: 1. Range: touch. Casting time: 1 phase. Duration: 1 turn.

This simple spell folds a door frame over the caster’s time continuum. The door will open on the first threshold the caster went through since last sunset.

Alteration – by smearing 1 hit point wort of blood on the door, the door will open instead on the first threshold the blood went through since last sunset.

Alterations are not only a matter of flexibility, nor they are a new concept. Reversed spells are alterations. What I’ve done is framing the alternate version in a more explicit form. It’s also interesting to note that since in AFG casters can’t cast a given spell more than once per day, a spell with an altered form can’t be used once per form, but only once. In this way they resemble the alternate spells in the AFG handbook.

Why alterations and not having different spells? First, it’s a matter of meaningful choice: if a character could cast 10 different varieties of the same fireball in a day to avoid the limitation, it would run in the face of the core design of the mana system. Second, you’re giving more flexibility to players, which means more choice. And I like choice. Third, because buying a book to read the same spell over and over again with tiny changes really ticks me off and it’s something i do not do.

Now, the darling Essence Corruption. Everybody loves their metamorphoses, and changing is usually fine, but sometimes it doesn’t work. It’s not a problem of magic lingering, but rather a question of wounding and recovery. Some spells do not merely bend reality, sometimes things go wrong and they change the nature of things. This is a spell of the Chthonic Craft, practiced by hermits and stylites of the Hypogea:

Caprine Climb

Level: 1. Range: self. Casting time: 1 phase. Duration: until dawn.

The lower limbs of the caster change into the hind legs of a goat, making the caster look similar to a bocklin from the waist down. The legs bestow on the caster caprine surefootedness, meaning that the now irsute caster will never fail to climb on any natural surface. Apprentices are encouraged not to try this spell on the giant pile of elven skeletons: while the climb is certainly not a problem under the effect of this spell, some of these long-dead elves are extremely cantankerous.

Dispensation – roll for Essence Corruption (weeks).

So, the spell can be cast for free, but if the Essence Corruption save fails the spell wears off but the effects last 1d6 more weeks. Essence Corruption lasts 1d6 time units as specified, the time units being: rounds, turns, hours, days, weeks, months, years, forever. The next time essence corruption is failed for the same spell the time unit will be bumped by one on this scale, the second time by two, and so on, until the magic is gone but the effects are permanent. There are rumours that essence corruption might be liftable, as a curse, but they are only rumours.

Sure, you can change shape into an eagle or a dolphin or a giant bird-demon or a greater asphaltomorph, and you’re good enough to do it without spending mana. But doing so you’re trading a bit of your soul for something else. And it’s not only for metamorphoses: other kinds of magic corrupt your inner spark as well.

D&D’s best kept secret: Magic Users can cast all spells

Gary lied to us. Gary kept the secret well hidden.

Tradition is a lie. Behold the magician, and notice how his hands point both Up and Down. White and Black magic. Right Hand and Left Hand Path have to coexist in the Magic User. Restricting oneself is imbecile. Knowledge must be ultimate. Nothing must be hidden. Nothing must be Forbidden.

MUs unlock the secrets of creation, walk on the Sword across the Abyss, destroy their former selves and discover the names of G-D and know the path to the Godhead.

Magic Users can cast all spells. And can wear armours. That “can’t wear armour” in every D&D handbooks is just part of the biggest cover-up in the gaming industry.

The Left Hand Path spells both require a superhuman hubrys and cause an otherwise impossible sensitivity to metal, neither of which is conductive to clad oneself in iron.

The Right Hand Path only requires intimate knowledge and correct pronunciation of the Names of G-D. Iron has no power to stop invokation. Iron bears the Magician across the Abyss. Iron does not stop G-D from hearing. While Clerics don’t understand the nature of G-D, but can just beg and grovel for the tiniest speckle of their power, Magicians demand and are satisfied.

The Left Hand Path is the weakness of their flesh.

The Right Hand Path is the power of G-D.

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