Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Saturday, September 21, 2024

A variant for Magic Word spellcasting

For Magic Word spellcasting, see, e.g., Papers & Pencils or d4 caltrops! The gist is that instead of a fixed spell list, the Magic-Users are given a list of words which they can combine on the fly into spells. So it leads to more free-form and varied magic.

Here’s a simple variant on using such a system.

  • Magic Words are recorded in the M-U’s spellbook.
  • Every day, a set number (depending on level) of Words can be memorized.
  • The M-U can opt to cast one-, two- or even three-Word spells. The more Words, the more powerful the spell can be.
  • After casting, all but one Words are crossed off the memorized list. If a one-Word spell was cast, that Word is crossed off.

There is a tactical element: if you want to keep a particular Word, keep casting it with other components, so that you can keep your lil’ favorite. But, of course, don’t be afraid to kill your idols either.

As for the number of Words available for daily memorization, 2 + caster level feels alright. So that’s three Words for a starting M-U.


Example

Gambozo, Magic-User 2, memorizes these Words from their spellbook: Darkness, Mind, Water, Free (rolled from the d4 caltrops list)

During their next adventure:

  1. They cast Water of Darkness, a sort of flowing/mobile darkness that engulfs creatures (Darkness, Mind, Water, Free)
  2. Then they cast Free Mind to break out a comrade from under vampiric influence (Darkness, Mind, Water, Free)
  3. Then they cast Mind Darkness to wipe the memories of a guard (Darkness, Mind, Water, Free)
  4. And they have a weak single-component Darkness to cast if they need to cover their escape.

 

Quick recommendations for interpreting new spells:

Caster level

Range

Area of effect

No of targets

Damage

1

10’

1’

1

d6

2

20’

5’

2

d6

3

30’

10’

3

2d6

4

40’

15’

4

2d6

5

50’

20’

5

3d6

6

60’

25’

6

3d6

etc.

Putting more component Words in a spell can bump it up a bit.


Sun Ra, because why not


Friday, April 7, 2023

Wizard duel/Counterspell house rule

A quick house rule for magical duels!

A Magic-User character can try and counter an opposing caster’s spell by entering into a duel. Depending on the combat/initiative system in use, this must either be declared first or the declared action must be cancelled in favor of counterspelling. The countercaster has to be aware of, or at least anticipate that the enemy is about to cast a spell.

Resolution

Both duellants roll d6 and add their character level.

Caster’s roll > Countercaster’s roll

Caster’s initial spell works as intended, Countercaster must roll on the Effects chart

Caster’s roll = Countercaster’s roll

The two wizards are locked in duel! Repeat the procedure next time, unless one participant decides to withdraw or is distracted or takes damage (in which case this duellant must roll of the Effects chart)

Caster’s roll < Countercaster’s roll

Caster’s initial spell is cancelled (and the spell (slot) is lost)

 

Effects chart (d6)

  1. Suffers the effect of Feeblemind for a full day
  2. Falls unconscious for 2d4 hours
  3. Loses spellcasting ability for a full day
  4. Causes an eruption of uncontrolled arcane energy, everybody in a 20’ radius must save against Breath weapons or fall to the ground
  5. Suffers d6 damage
  6. Is thrown back 10’ and must spend the next round getting up





Wednesday, November 30, 2022

Simple Folk Magic system

A simple magic system for "cunning folk" type casters. I've used it as a feature of bucolic Halflings and in pseudo-historical settings.

These little spells (rhyming verbal incantations) either replicate a low-level Cleric or Magic-User spell or achieve a small desired effect (Referee’s discretion).

Cleric spells: Bless, Command, Cure Light Wounds, Protection from Evil, Purify Food & Drink, Remove Fear, Sanctuary, Delay Poison, Heroism, Resist Cold
Magic-User spells: Faerie Fire, Feather Fall, Light, Mending, Unseen Servant

The maximum number of attempts (successful or failed) each day is equal to the character’s level (or one, in the case of unlevelled NPCs). The chance of success increases as the character progresses in level:

Level Chance of success
0*            1-in-6
1-2           2-in-6
3-4           3-in-6
5-6           4-in-6
7-8           5-in-6
9+    automatic success

Spells can be cast as a group effort. Each member of the group must be of the cunning folk. Add up the levels of all participants (treat level-0 as a "half" for this purpose), and use the total to define the chance of success.

An attempt can also be expanded to gain “advantage” on an attack roll or a saving throw (roll 2d20 and take the higher result). This works automatically, but has to be declared before the roll is made.



Sunday, August 29, 2021

[Spell] Bloody Communion

A quick homebrew spell, before the summer ends...

Bloody Communion

Level 1

Duration: 1 + 1 turn/caster level

A group of 2-7 targets (which might or might not include the caster) enter into a blood pact. Each participant pours 1 hit point worth of blood into a chalice, then each participant drinks from it. Afterwards, for the duration of the spell, they can communicate telepathically, regardless of distance. To send a message to one or a select few participants, the sender must concentrate (which counts as an action); message heard by the whole group do not require concentration.

Each participant must also save against Poison, or possibly suffer a malady (d10). The spell works as intended, regardless of the save’s result.

 

Effect

1-5

No effect.

6

Bad Blood. The character loses the ability of natural healing for 1 week/caster level. Magical healing still works.

7

Weakness. The character’s total hit points are reduced by d6 for 1 week/caster level.

8

Involuntary Thought-Projection. The character is unable to shield their thoughts from the others. The communication network suffers from a constant “noise” emanating from this participant. Every time somebody sends a message, there is a 1-in-6 chance the message gets drown out by noise. The chance is cumulative if more participants get this malady.

9

Unmasking. One of the character’s secrets is disclosed to all other participants.

10

Bloodlust. The character is cursed with vampirism and must drink fresh blood every day to function properly. For each day without sating this urge, the character loses a hit die.

Some say the spell will even work if the blood of a recently deceased person is added to the mix…




Monday, June 28, 2021

Demons & Diabolists: alternative Magic-User class and infernal entities for weird historical settings

I expanded the demonic True Name generator. Now you can roll domains of power, spells, and unique physical manifestations for the entities! And I wrote up a Diabolist class (for LotFP) that calls up and binds such demons (they basically act as the spellbook of the summoner).

The project is loosely based on The Lesser Key of Solomon, but instead of the high-level Dukes and Marquises of the demon kingdom it concentrates on the "footsoldiers" and "officers", the ones that a diabolist has a chance to summon AND control. I tried to strike a balance between evocative historical flavor and playability.

Download the PDF

(Prints as a nice little 8-page booklet)






Wednesday, June 23, 2021

True Name Generator


Here's a random generator of infernal True Names™, for weird/occult historical games!

Also available as an Inspiration Pad Pro file.

Update: now also available as a Perchance online generator, thanks, Redwood!

Structure of the name (d20):

1-6

Two syllables

7-12

Three syllables

13

Four syllables

14

Five syllables

15

One syllable, followed by a syllable repeated twice

16

The same syllable repeated twice, followed by another

17

Two syllables, then the first syllable repeated

18-19

The same syllable repeated twice

20

The same syllable repeated three times

* insert apostrophes, hyphens, sanity-shattering glyphs as needed

Roll for each syllable (d5 for column, d100 for row)

 

1

2

3

4

5

1-4

Abd

Akl

Ab

Ar

Aaa

5-8

Bux

Blu

Bak

Bo

Ba

9-12

Cax

Cri

Cul

Ci

Cx

13-16

Dup

Dro

Dit

De

Dor

17-20

En

Exl

Eg

Ex

Es

21-24

Fer

Fri

For

Fuv

Fxu

25-28

Gik

Gho

Gul

Gi

Gee

29-32

Hab

Hni

Hax

Hed

Hnaa

33-36

Id

Ixl

Ip

Ix

Ibb

37-40

Ju

Jed

Jur

Ja

Jah

41-44

Kep

Kfu

Kax

Ko

Kna

45-48

Luc

Lhg

Lun

La

Ll

49-52

Mef

Mla

Mor

Mid

Maa

53-56

Na

Ndo

Ne

Nux

Nbu

57-60

Ox

Okk

Ob

Oph

Oo

61-64

Pul

Psi

Paq

Pox

Pla

65-68

Rip

Rer

Rum

Ro

Rxo

69-72

Sat

Sla

Seb

Su

Sin

73-76

Ten

Tfo

Tax

Ti

Tu

77-80

Unk

Ukl

Ur

Uq

Uu

81-84

Vox

Vru

Vif

Ved

Vop

85-88

Wih

Wun

Wer

Wa

Wur

89-92

Xal

Xro

Xin

Xa

Xx

93-96

Yoq

Yed

Yuk

Yi

Yad

97-100

Zex

Zox

Zap

Za

Zz


And here's twenty of them:

Abab

Aklpox

Arzox

Babaved

Frinuxmef

Hedhed

Hnihnihni

Kaxnejed

Kepwerhax

Lungul

Oxarzex

Psipsimor

Tisla

Uklox

Uqabab

Uqartidromid

Wurbaakl

Xalculnaculna

Xando

Zoxdepox


Abracadabra, suckers! Let's get goetic!