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:
- They cast Water of Darkness, a sort of flowing/mobile
darkness that engulfs creatures (Darkness, Mind,
Water, Free) - Then they cast Free Mind to break out a comrade from under
vampiric influence (Darkness, Mind,
Water,Free) - Then they cast Mind Darkness to wipe the memories of a guard
(Darkness,
Mind,Water,Free) - 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 |
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