Spell Lists or Freeform Magic?
Although I find spell list style magic fun, running Macchiato Monsters has showed me how much I enjoy the flexibility and open ended-ness that comes with more freeform magic systems. And because I appear to make a habit of taking whatever my most recent RPG obsession and hacking it for Into the Odd (I previously adapted GLOG magic into a cassette tape system for Electric Bastionland), here's my attempt at find a way to take a freeform system like Whitehack's miracles (or Macchiato Monsters spells) and fit it into the
largely item based world of Into the Odd or Electric Bastionland.
Something I specifically wanted to avoid in crafting this sytem was making it so flexible as to nullify other methods of approach. A lot of the fun of rules light games is finding new and interesting ways to apply the resources you have, so I didn't want to create a system that replaced that gameplay with more rules.
Another factor in finding a way to limit the freeform casting is that although I
enjoy working with players to create unique spells and effects, doing so every single time a spell is
cast can be somewhat laborious (which is why I wrote this flowchart for Macchiato Monsters). Additionally, some of
the fun of magic comes from finding new ways to apply niche existing spells in clever ways, so I wanted a system where players would have a set spells they could keep going back to.
The Whitehack does this to some degree by requiring spell effects thematically match the overall name of the "miracle", and narrow miracle wordings are encouraged with a discount on casting cost. I took it a step further, by
setting a limit for how many different spells can fit within a single
Grimoire. In some sense, this is a "write your own spell list" system, and if a player wants more spells they'd better find a way to get more Grimoires (probably by way of murdering some wizards).
With
ITO rules, depending on HP levels and spell cost, many spells will be
essentially “free” to cast outside of combat or other perilous
situations. That’s as intended, and if an effect seems like it would
cause problems if it were able to be cast over and over just apply some unique
restriction or requirement to it.
One benefit of this "system" is that it doesn't have to be added to a game wholesale. It's entirely contained within an item, so letting players find a single Grimoire means you can add a dash of magic to the game without fully committing to a whole system.
All that being said, it’s entirely unplaytested so who knows.
Living Grimoires
Grimoires tomes of stored knowledge and magic. They're alive and want to be used, but only in a way pleasing to their nature.
MTG has a lot of good magic book artwork. |
Each Grimoire has a title indicating its contents and personality, and can hold 6 spells; those containing 4 or more spells are Bulky (due to the weight of unearthly knowledge). Some Grimoires may come with prewritten spells, but most will just have blank space ready for new spells to be inked. Each Grimoire has a specific way in which spells may be added related to its title.
When stolen or recovered from a former owner, roll a Luck die to see which (if any) spells remain intact.
If you are playing a more traditional game, instead of having players write their own spells a Grimoire might come pre-written. Access to each spell would only be granted when the current owner has performed certain tasks or paid appropriate respect to the tome.
Casting Spells
To cast a spell, hold the Grimoire in both hands and speak the incantation aloud.
Casting the spell deals damage to you (ignoring armor) equal to its cost (from a d4 to a d12).
Excess damage is dealt to WIS/CHA, and a failed WIS/CHA save results in unconsciousness (or rolling on your favorite spell misfire table).
Spellcrafting
To write a spell, declare what you wish for the spell to do. The effects must be within the scope of the Grimoire's title.
To set the cost, start at a d4 to get one of:
- A fleeting moderate effect
- d6 damage
- A lasting minor effect
Step up die for:
- Improved effect (more powerful, more useful, more specific, etc)
- More damage
- Additional Targets
- Longer duration
Step it up again for lots of one of those things. For example step up once for second target, and twice for Blast/Area.
Step down die for:
- Narrow effects
- Significant drawbacks
- Negative side effects
- Complicated or lengthy casting
- Specific requirements
If you need a higher die size than d12 it's either not within the scope of the spellbook, or will require additional drawbacks, requirements, or steps.
Spells that seem like a poor fit for the Grimoire's title are either impossible, or require a significant drawback or limitation that makes them more suitable.
Make a note of the spell’s name, effects, and cost. Remember each Grimoire can only store a certain number of spells.
Make the spells interesting! Spells with very direct, useful effects will be expensive, and boring spells will piss off the Grimoire. If you have to jump through a few hoops to make it work, that’ll lower the cost to manageable levels.
Honestly you could do worse than just stealing Grimoire names from MTG. |
Scrolls
Individual spells might be found (or created) as scrolls. Depending on the limitations of your world, scrolls might be single use. Or they might be reusable, but have the option to be destroyed during casting in order to negate the cost.
Examples
The Path of Flame - New spells must be burned into the Grimoire using a heated piece of metal.
- Flame Friend - d4 - Summon a orb of flame that will follow the caster for a day and provide illumination.
- Salamander's Lockpick - d6 - Superheat a small piece of metal to weaken or melt it.
- Purifying Flame - d6 - With a touch purge a poison, disease, or enchantment from a target. Deals 1d4 damage directly to STR and leaves a hand print burn.
- Oathkeeper's Light - d8 - Ignite a small white flame as an oath is sworn. The flame will internally ignite any who breaks the oath, dealing them d6 damage directly to STR every sunrise.
- Circle of Protecting Flame - d10 - Trace a closed loop with a flammable material. As long as you stay within the enclosed space, anything attempting to cross will cause the loop to erupt into flame dealing 1d12 damage.
- The Classic - d12 - Shoot a spark of flame that explodes to deal 1d10 Blast damage.
The Catalog of Lesser Spirits - New spells may be added by requesting them from the spirit of the Grimoire itself, along with a suitable gift (it likes fresh flowers to press within its pages).
- Loyal Lock - d4 - Animate a lock and command it to open or close. It will do so and remain in that state until someone with a higher CHA countermands the order.
- The Devil’s in the Dust-Trails - d6 - Blow dust at a mark on a surface (scratch, scuff, footprint, etc). The dust will briefly animate to show you what caused the mark.
- If These Walls Could Talk - d6 - Draw a mouth on a wall with saliva. Using that mouth the wall will answer one question to the best of its ability (walls know about things that occurred near them, as well as things that support them or that they support).
- Bleeding Edge - d4 - Awaken bloodthirst in a bladed weapon. Its next strike deals max damage, but if that hit does not cause Critical Damage it will deal 1d4 STR damage to its wielder.
- Threshold Sentinel - d8 - Take 10 minutes to awaken the spirit of a doorway (or similar space) and choose a pass code. The spirit will prevent anyone from passing through the doorway unless they know the pass code (dealing 1d12 damage to anyone that forces their way through). Lasts a day, but if cast every day for a week becomes permanent.
- Spectral Courier - d4 - Press a minor spirit into service to deliver a message to a named person. Most spirits travel only as fast as a walk, although they do so in a straight line.
Atlas of Flesh & Bone - New spells must be inked in blood, using a pen carved from bone.
- Indefinite Loan - d6 - Restore 1d4 STR or DEX by transference between two creatures you touch.
- Maximize Minimize - d4 - Touch a creature to set one of STR or DEX to 18 for 10 minutes. That stat is then set to 3 for another 10 minutes.
- Bonus Limbs - d6 - Grant a creature d4 extra limbs (of your choice). After 10 minutes they dry out and fall off.
- Bone Sense - d4 - You know the exact location of every bone within a 50 foot radius for 10 minutes.
- No Mask? No Mask! - d8 - Reshape a person's face as though it were putty (a reference will likely be needed to aid the artist if the goal is disguise). Lasts until sunrise.
- Monstrous Melding - d12 - Transplant a monster's organ or limb into a willing subject, they gain some aspect of the power or abilities of the donor. Will last for a week, but if this spell is cast again within that duration the effect becomes permanent (some side effects may occur).
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