1. Sistema Magico basato sulle Parole Per GLOG e PBTA
    Un'altro sistema per lasciarsi alle spalle le liste incantesimi e rendere il lancio di incantesimi più interessante

    Tags
    Glog
    Magic
    osr
    PBTA
    Tabletop RPG
    By Barakiel il 24 June 2020
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    [Someone asked me for the translated article. You can find the original Here

    Per un sacco di tempo ho sentito il bisogno di scrivere un sistema di incantesimi basato sulle parole. Ma come al solito tendo a procrastinare e a ripetermi che sicuramente l'avrei fatto, un giorno.

    Poi ho trovato alcuni articoli: in particolare questo , questo e ho avuto la possibilità di farmi una lettura del sistema di incantesimi di Ars Arcana

    In tutti questi articoli ci sono idee brillanti, quindi perché non copiare sfacciatamente prendere inspirazione da tutti questo ben di dio per ottenere un sistema semplice ma intrigante?

    Salterò la parte di analisi sul sistema di Magia di GLOG (lo trovate nel primo articolo linkato, quello di weirdelfgames , che è sicuramente scritto meglio di qualsiasi cosa possa fare io attualmente.

    Inserirò di seguito solo la parte che mi ha intrigato di più:
    CITAZIONE
    Parole Magiche

    - Puoi guadagnare un Dado Magia da diverse fonti, come Abilità di classe o patti con divinità. Per lanciare incantesimi hai bisogno di spendere questi dadi, e li perdi normalmente con un 1-3 ( se siete confusi vi consiglio di leggere prima il sistema magico di GLOG!)

    - Non esistono Slot Incantesimo.

    -Errori e Disastri sono determinati dall'incantesimo lanciato, quindi se stai lanciando un Ammaliare Persona un errore potrebbe essere Ammaliarti da solo, mentre un Disastro potrebbe essere costringerti a seguire permanentemente gli ordini della prima persona che ti dia un ordine.

    - Non esiste una lista incantesimi. Andati sono i giorni dei 200+ incantesimi da trovare nel mondo, e passata è la linea di divisione tra divino e arcano: tutta la magia è legata alla fede e alla spiritualità.

    - Chiunque pratichi la magia studia le Parole - le plationiche, perfette forme di idee o concetti. Esistono Parole che sono abbastanza comuni tra i praticanti delle arti arcane, come Fuoco, Lama,...

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    Last Post by Barakiel il 24 June 2020
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  2. 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 t...

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    Last Post by Barakiel il 30 June 2020
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  3. The Backdoor
    Weird Items for weird encounters

    omgNw9E

    This is so weird. And i love weird.
    Here’s a random magic item for this kind of weird.

    The Backdoor:
    The backdoor is a 10x20cm wooden icon depicting a door. When pressed on a flat surface bigger than 3x3m, a 1,5x3m doorway appears at that point.
    Beyond the doorway an indefinite number of 3mx3m rooms with openings on each wall, illuminated by a series of torches nailed to the walls that crumble if touched.
    The silence is absolute, apart from the slow crackling of the torches.

    Once you have crossed the threshold, you can remove the Backdoor to make the doorway disappear.

    Crossing these corridors is equivalent to moving on a plane congruent to the material plane (1m of movement in this plane corresponds to 1m in the material plane).

    Positioning the Backdoor again on a wall or on the floor allows you to reopen the doorway at that point in the material plane, except if the path to the other side is blocked (example: the floor do not have a room below).

    Whenever a creature enters or passes into a new room, roll a D6, starting from the "Unsettling" table.

    Unsettling
    1: Something is moving. From now on this creature rolls on the "Weird" table
    2: Strange noises. The next roll on this table subtracts 1 from the final result
    (min 1).
    3: All the same. You are moved to an adjacent random room. (Roll a D8 clockwise where 1 is the room to the north. This move does not count for rolls on the table)
    4: That was close. A cry in the distance. You were lucky.
    5: One of the rooms reveals a humanoid skeleton. It won't be there the next time you return to that spot.
    6: Everything is silent. Nothing is happening.


    Weird:
    1: Movements close. From now on this creature rolls on the "Dangers" table.
    2: Disturbing noises. The next roll on this table subtracts 2 from the final result (min 1).
    3: All Complete. You are rejected from this dimension, returning to the material plane.
    If the point is occupied, take 2d6 bludgeoning damage and are rejected at the point from which you started.
    4: Chills. A cold shiver runs through your back.
    5: Shadows. Something is moving on the edge of your sight.
    6: Something is wrong. The lights become dim and remain so on each subsequent visit.

    Dangers:
    1: Marked. Exit. Don't return. Don't change rooms. Exit. Forget the Backdoor.
    2: Hunted. The next roll on this table subtracts 3 from the final result (min 1).
    3: Mind Freeze. You take 1d12 points of cold damage and are stunned for one round.
    4: Dark: For one round all the lights go out.
    5: Breathe. A cold breath blows on your neck.
    6: Something has changed. All walls have traces of humanoid blood.
    ...

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    Last Post by Barakiel il 23 April 2020
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  4. Making sense of the Vancian System: Pure Chaos
    How to change magic flavor without changing the base system

    Making sense of the Vancian System: Pure Chaos


    Today i read a very interesting piece of idea written by a friend (@The_kernel_in_yellow https://oicn.icu/, telegram channel :https://t.me/oi_cn follow him if you like, so much good stuff)

    CITAZIONE
    Ok fast arcane magic's refluff
    Let’s abolish mages. Away with them! All casters are Sorcerers ( if you don’t have sorcerers in your ruleset use mages without prepared spells, don’t make me lose time).
    Then, OSR: Magic is Chaos. Now, what is Chaos? Chaos is Entropy, in the form of metaphysic entity. What is Entropy? Oh come on, is Destruction of Information!

    So: Sorcerers don’t have spell slots. They have a list of things they have studied before and that they will forget during the day to launch their spells.
    Those strange words they utters everytime? It's Common tongue, or at least it was, before Chaos devoured the meaning.

    And scrolls that can be used only one time before disappearing? It's the same thing! Chaos feed on the meaning of the words and the spell is cast.

    Thank you for coming to my TED Talk.

    This is brilliant in so many ways. First of all: it will be the main reason arcane casters will go all around the world to look for new discoveries or pieces of information. Those heavy books that they keep bringing all around? Great sources of information to consume at the right time. Those grand libraries they keep building in the middle of nowhere or in their majestic towers? More informations to feed to their magic.

    But how can we make interesting to play and role play something like that?
    Make your spellcaster choose a knowledge area. It could be anything, better if it’s a knowledge skill he already possess. It could be Nature, Local knowledge or History or another kind of knowledge that exist in your game. Anytime the spellcaster will try to remember something he was sure to know in that field, make him throw a percentage die. If the result is lower than his level he forgot that information long ago while casting one of his spell. The number and level of information is equal to his spellcasting slot for his caster level.

    What? You want more fluff to it? Well entropy rarely manifest itself without some “collateral effect”. What i’m talking about? Here’s a handy list to choose what happen after Chaos make its entrance into reality for a second.

    Ra...

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    Last Post by Barakiel il 19 Jan. 2020
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