1. Word Based Magic System For GLOG and PBTA
    Just another system to forget about spell list and make spellcasting more interesting.

     
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    For a very long time i had the urge to do something about word based magic. But as usual i keep procrastinating, telling to myself i had to do it, one day.
    Then i came across some articles, in particular This , This and the magic system of Ars Arcana

    They all have wonderful ideas, so why not shamefully copy take inspiration and came out with something that integrates all of that godsend in one simple system?
    I will skip the analysis of GLOG magic (that you can find in weirdelfgames article, that surely is written better than anything i could come out with)

    I will only insert here the part that i liked the most:
    CITAZIONE
    Words of Magic

    - You gain Magic Dice from various sources, such as class features or bargains with gods. You spend these dice on spells you cast, and lose them on a 1-3 like normal.

    - There are no spell slots.

    - Mishaps and dooms are determined by the spell cast, so if you were cast Charm Person, a mishap might be charming yourself, where a doom would be making you permanently compelled to follow the commands of the first person to give you an order.

    -There are no set list of spells. Gone are the lists of 200+ spells to find in the world, and gone is the dividing line between divine and arcane – all magic is inherited related to faith and spirituality.

    - Anyone who practices magic studies the Words – the platonic, perfected form of some idea or concept. There are some Words that are fairly common among practitioners, such as Fire, Blade, or Reflect. but many are hidden or given only as a blessing, requiring one to devote themselves to a power. Worship Sem the Lord of Change, and he may entrust you with the secret of Becoming.

    - Spell casters combine two Words to produce spells. Once combined, casting these spells is as simple as investing the magic dice for it. A character can have as many spells combined as 2+their level, and they can move them to scrolls or books with an hour of work. Note that says move, not copy.

    - Wands, Staves, and other implements might provide their owners with access to a Word or a few as well, or in some rare cases, even empower certain words so they always add a free die when casting a spell with a certain Word. For example, a wand of Fire would automatically add a Die when you use it to cast a spell with Fire in the spell, so you can spend 1 of your own and get 2 total.
    If a cast wishes to combine two on the fly, they can do so at a cost. Any dice used on such a spell are lost on a 1-5, and and any mishaps are automatically made into dooms.

    - Words can be cast on their own for very minor effects, like what you might see written as a GLOG cantrip. For example, you could cast Light to create a very weak candlelight, but it still takes a magic die to do so. These effects would be very questionably useful in a fight.

    The only points i feel like changing are these:

    - Every spell is made by two parts: Focus (what you want the spell to do) and Locus (On what do you want the Focus to be applied)
    - Mishaps and dooms are determined by the tables , based on the kind of Locus you are trying to Focus.
    - There are no costo to combine two on the fly. If you knok a Focus and a Locus you can use it in every way you can imagine.
    - Locus can be cast on their own for very minor effects, like what you might see written as a GLOG cantrip. For example, you could cast Element to create a very weak candlelight, but it still takes a magic die to do so. These effects would be very questionably useful in a fight.
    - You can limit a Locus to a school or a kind of magic (Example: only druids can use Plants, only mage can use Illusion, and so on)

    What is the main difference with this system and weirdelfgames system? Well, imho giving too much Words to work with can give to even the most hardened DM a big headache (or at least that was the effect on me...) so limiting them to a list of still very interesting combination can give better result for less stress.

    List of Focus
    - Conjure : Bring something into being that wasn’t there before.
    - Destroy : Break or weaken something that was once strong.
    - Alter : Change a feature of something or the thing itself.
    - Mend : Repair something or undo a physical or mental alteration.
    - Protect : Strengthen something against external sources.
    - Control : Manipulate a thing even without the thing wanting.

    List of Locus
    - Body : Organic matter except plant matter.
    - Plant: That which grows and craves sunlight. Green and otherwise.
    - Mind : Emotions and behavior.
    - Spirit : Souls and spirits.
    - Liquid: Everything in liquid state.
    - Solid: Everything in solid state except organic and sentient matter.
    - Element: Elemental energies that cannot exist by themselves (ex: fire, lighting, wind).
    - Illusion : Senses of sentient beings.

    Another vantage of this system is that we can have a closed list of Dooms and Mishaps that can be edited by the DM (if you dont like one you can simply change an entry or the entire table. It's pretty modular)
    This way you have a simple scheme to add your own Focus or Locus by shamefully coping taking inspiration from what is already written.

    Body Mishaps
    1. Gain 1 Trauma.
    2. Take 1d6 damage.
    3. Random mutation 1d6 rounds, then make a
    save; permanent if you fail.
    4. Require triple amount of ration for 1 day.
    5. Suffer in Agony 1d6 rounds.
    6. Unable to speak 1d6 rounds.

    Body Doom
    One way to escape this doom is pierce your heart with a piece of adamantium forged by a fire giant and blessed by priest of a god of War. Another way is to force a mimic to assume its true shape and then devour it.

    1. All your limbs are transformed in different kind of appendages for 1 day.
    2. All your limbs are transformed in different kind of appendages for 3 days.
    3. You are turned into a critter permanently.
    (the appendages can be fins, wings, tentacles, flail, tails etc.)

    Plants Mishaps
    1. Gain 1 Trauma.
    2. Take 1d6 damage.
    3. Random mutation 1d6 rounds, then make a
    save; permanent if you fail.
    4. Can only feed by photosynthesis for 1 day.
    5. Rooted in the ground 1d6 rounds.
    6. A flower blossom on your neck. You die if the flower is harmed (1hp). After 1d6 days the flower produces a single fruit. The first time you survive this mishap, you can eat the fruit to regain 1d6 hp.

    Plant Doom
    One way to escape this doom is travel to the feywild and make a pact with an archfey. Another way is to drink the sap of a thousand year old tree.

    1. You are bound to the nearest garden or groove for 1 day. You must protect the place at every cost and can only feed from the garden or groove plant and fruits.
    1. You are bound to the nearest garden or groove for 1 day. You must protect the place at every cost and can only feed from the garden or groove plant and fruits.
    3. You became a tree, but maintain your consciousness. If the tree is cut or rooted, you die.

    Mind Mishaps
    1. Gain 1 Trauma.
    2. Take 1d6 damage.
    3. Random mutation 1d6 rounds, then make a
    save; permanent if you fail.
    4. Fear 1d6 rounds against target of spell.
    5. Lose 1 casting dice.
    6. Cannot cast spells for 1d6 rounds.

    Mind Doom
    One way to escape this doom is to eat the heart of a high elf. Another way is to marry a high elf, as the traditional marriage ceremony involves a mingling of souls.
    1. You lose the ability to cast spells for 1 day.
    2. You lose the ability to cast spells for 3 days.
    3. You lose the ability to cast spells permanently.

    Spirit Mishap
    1. Gain 1 Trauma.
    2. Take 1d6 damage.
    3. Random mutation 1d6 rounds, then make a
    save; permanent if you fail.
    4. 1d6 random nearby corpses raise as zombies
    5. A random soul gain control of your body 1d6 rounds.
    6. A spirit of a since long dead creature will follow you, unable to harm you but scaring and messing with anyone around you 1d6 days.

    Spirit Doom
    One way to escape this doom is perform a duty for the Death. Another way is to give peace to a restless soul without destroying it.
    1. You become soulless for 1 day, falling into a catatonic state .
    2.You die and your soul spend the next 1d6 days in the afterlife. You revive afterwards as long as your body is intact. Your body will rot after 2 days unless it is preserved in some way (the
    services of an embalmer, freezing, desiccation, pickling). These preservation methods will not affect your ability to revive :rot is the only thing that will prevent it.
    3. Your soul become lost, becoming property of a God or a Otherworldly being that will do anything in its power to kill you and gain control over you for all eternity.

    Liquid Mishap
    1. Gain 1 Trauma.
    2. Take 1d6 damage.
    3. Random mutation 1d6 rounds, then make a
    save; permanent if you fail.
    4. A random liquid near you evaporate by 1ft cube.
    5. For 1 day Every time you came in contact with a liquid you absorb it like a sponge.
    6. Every blood vessel in your body swells, causing you Agony for 1d6 rounds

    Liquid Doom
    One way to escape this doom is to bathe into kraken blood for 6 hours. Another way is to pledge your service to the king of the sea.
    1. You become semi liquid for 1 day. (see below)
    2. You become semi liquid for 3 day. (see below)
    3. Your body liquify in a pool of blood and water. You die if the pool evaporates or if another liquid is mixed with the pool.
    If you turn into a semi liquid state, you appear semi translucent, but still visible. You a loud slushing sound every time you move. Anything that touches you became wet, included your equipment and your tools (parchment, scrolls, torch etc)
    If you experience any solid impact (a small dog jumping into your shin, a slap, a sword hit, a fall) you decrease a size until you reintegrate the liquid loss. You can walk around, and you can squeeze and flow into every hole that is bigger than your fist. You only require to drink.
    The only spell you can cast as semi liquid is liquid spells.

    Solid Mishap
    1. Gain 1 Trauma.
    2. Take 1d6 damage.
    3. Random mutation 1d6 rounds, then make a
    save; permanent if you fail.
    4. You merge with the nearest flat surface for 1d6 rounds.
    5. Every terrain become difficult to traverse for 1 day.
    6. Every thing you have on you will merge into your form, becoming unusable for 1 day.

    Solid Doom
    One way to escape this doom is to lick the moisture from a medusa eye. Another way is to transfer your soul into a golem body.
    1. You become petrified for 1 day.
    2. You become petrified for 1d6 days.
    3. You turn into a statue, remaining aware of every thing around you. If the statue break you die.

    Elemental Mishaps
    1. Gain 1 Trauma.
    2. Take 1d6 damage.
    3. Random mutation 1d6 rounds, then make a
    save; permanent if you fail.
    4. A random object near you catch fire.
    5. A lightning fall on 1d6 random creatures around you.
    6. You start to glow with increasing intensity every round. Everyone that have you in sight must make a Cos check each round or be blinded. Lasts 1d6 rounds.

    Elemental Dooms
    One way to escape this doom is to journey into one of the elemental planes and eat the core of an ancient elemental.. Another way is to find the Elemental Fountain and become an elemental yourself.

    1. Every metallic object near you are attracted to you like a magnet 1 day. If the item is metallic and bigger than you, make a Str check or become stuck with it.
    2 You become lighter than air for 3 days. If not anchored to the ground in some way you levitate away until you exit the atmosphere.
    3 The ground around you erupt like a volcano, spilling magma and molten rocks in every direction and continue to do so until you die.

    Illusion Mishaps
    1. Gain 1 Trauma.
    2. Take 1d6 damage.
    3. Random mutation 1d6 rounds, then make a
    save; permanent if you fail.
    4. All sighted creatures are invisible to you for
    the rest of the day.
    5. Blind 1d6 rounds.
    6. Eruption of random illusions (dancing brooms, pink elephants) shoot out of your hands and fill the area. It's similar to being caught in a tornado of butterflies. Everyone must make a Wis check each round to do anything that depends on sight. Lasts 1d6 rounds.

    Illusion Dooms
    One way to escape this doom is to journey into the mirror-realm and eat one of the eyes of the
    beholders found there. Another way is to perform the Ritual of Prismax: a duel to the death against three of your mirror selves from alternate universes, fought in a neutral battlefield.

    1. A 10' square mirror appears and you are compelled to enter it (you have been summoned by a parallel universe). The mirror disappears after you enter it. You lose a random item, gain a random item of approximately equal value, and your HP is reduced to 0. You return the next morning, shivering.
    2. You turn into an illusion for a day. See below.
    3. You turn into an illusion permanently. If you turn into the illusion, you appear normal, but you have no smell or taste. You can make no sounds. You cannot be felt, anyone touching you
    feels like they are touching thick fog. If you experience any solid impact (a small dog jumping
    into your shin, a slap, a sword hit, a fall) you pop like a balloon, lose 1d6 points of Constitution that cannot be recovered as long as you remain an illusion, and reform the next morning somewhere nearby. While you can walk around, you cannot pass through walls, nor can you squeeze under doors. It's similar to having Str 0—you can touch a doorknob but are too “weak” to turn it. You are only affected by visible things. Strong winds and invisible stalkers have no effect on you. Illusions are real to you. If someone summons an illusory dragon, it is a real dragon as far as you are concerned (and you do not pop like a balloon if the dragon bites you). You require food and drink, but can only eat illusory food and drink.
    The only spell you can cast as an illusion is illusion.

    For damage and duration of the spells i suggest to look up This article directly from the designer of Glog, Skerples. I will extract the most interesting part because i know you are lazy, just like me:

    CITAZIONE
    When designing spells:
    Steal from other people as much as possible. There are plenty of spell lists in the Index.
    Adapt, reflavour, or modify an existing spell if you can.
    Use consistent phrasing for effects.
    Whenever possible, use [dice] and [sum] instead of specifying damage.
    E.g. Fireball doesn't do [dice]xd6 damage, it does [sum] damage.
    Use the following spells to calibrate your effects: Magic Missile, Fireball, Knock, Sleep. Damage-dealing spells shouldn't be significantly better than Fireball or Magic Missile. They can be a bit better, but consider adding a restriction.
    Use [dice] and [sum] vs HD to balance spell effects.
    Use [dice] and [sum] for range only if range really matters. [dice]x100' range is a minor variable. Most of the time, stuff will be within 100'.
    Shorter is better. If you have a class with a long spell, make the rest of the spells short.

    I know what you reader are thinking:

    CITAZIONE
    What a second you magnificent error of a DM, Why you wrote PBTA in the description if you are talking only about GLOG?

    Because, my dear reader, while i was writing this i couldn't help thinking about how this system could be perfect for a PBTA game. How?

    - On a 10+ the spell is cast and take full effect like descripted by the caster
    - On a 7-9 the caster, among it's other options, can roll or choose on the mishap table, based on the Locus used.
    - On a 6- , between all the Judge hard moves, there still can be the possibility of using Dooms to make the game more grim and interesting, if that's the case.

    But how to design those spell on the fly? What Skerples (bless his soul) told us about Glog design its still valid for creating PBTA spells.

    CITAZIONE
    Steal from other people as much as possible. There are plenty of spell lists in the Index.
    Adapt, reflavour, or modify an existing spell if you can.
    Use consistent phrasing for effects.
    Use the following spells to calibrate your effects: Magic Missile, Fireball, Knock, Sleep. Damage-dealing spells shouldn't be significantly better than Fireball or Magic Missile. They can be a bit better, but consider adding a restriction.

    You need a good table for mutations? Click Here

    Question? Suggestion? Any way to make this better? Feel free to comment!

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    Junior Member

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    A thought: on a 10+, the spell is cast, on a 7-9 you pick something that goes partially wrong, like losing casting power or having the spell get out of hand, and on a 6- it fails. But if you roll doubles on that 2d6, you get a mishap either way, and on double 1s, the Doom. This makes Dooms 6x more common so maybe not have them be quite so vicious. Or perhaps since there are now seperate Doom Tracks for each Locus, it's fine? A Plant Mage has two Dooms in the Plant track, so is forced to relearn magic to try and not get stuck permanently as a tree.
     
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    The Archangel

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    That depends on the game style.
    If i'm playing something akin to Grim World could be better to have a sense of impeding Doom always present every time i cast a spell.
    If i'm playing some sort of heroic epic Dungeon World i would be less inclined to use so much Doom in the game, maybe using it on a last resort 6- throw when the PC have tried something very difficult and failed spectacularly.
    I like to think of a caster that is forced to use different kind of Word to stave of its Dooms while trying to search for a permanent solution for that problem!
     
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