Magic Words in Practice

I thought I’d expand on the idea I presented in yesterday’s post with a demonstration of what I’m talking about. So I googled “Random dictionary word,” and clicked around on a few sites. I skipped past words like “Floriken” and “Antrum,” and settled on four  common words. Below, I’ve mixed and matched the words, and turned their various combinations into 1st level spells.

Star

Indirection

Fight

Seat

Stars of Indirection
The first person who is touched by the caster after this spell is cast becomes cursed. Any attempt to use the stars as a means of navigation will return a false result. The navigator will believe they have read the stars correctly. But any attempt to travel based on that navigation will lead in a random direction. This curse lasts one month, and a save versus Magic negates the effect.

Star Fighter
If cast during combat, a target within 100′ will be perceived as impressive by everyone who sees them. Even a bungling commoner with a sword they don’t understand how to use will be percieved as a peerless warrior. Weaker foes will become intimidated and may flee or falter before the Star Fighter. More ambitious opponents, meanwhile, will be drawn to the Star Fighter as a means of winning glory for themselves. This effect ends after the Star Fighter spends an adventuring turn out of combat. If the target wishes, they may make a save versus Magic to resist the spell’s effect.

Star Seat
A throne made of the night sky is summoned for 1 hour. Anyone but the caster attempting to sit in the throne will cause it to dissipate into a cold mist. When the caster sits on the throne, they percieve themselves to be miles above their own body, looking down at the world from the heavens. From this height, it’s impossible to discern any details. However, it can be used to make an effective map of the area within a 10 mile radius of the caster. The caster will also be able to see any sufficiently large phenomena, such as a town being on fire, or an army on the march. While sitting in the Star Seat, the caster will be completely unaware of anything happening to their body, including hit point damage.

Seat
A single human or human-like target must make a save versus Paralyzation or immediately sit down and remain seated for 1 turn per caster level. If there is a chair within arm’s reach, they may sit in that, but otherwise they must simply sit on the floor. Swimming, flying, or climbing targets don’t simply fall to whatever surface is beneath them, but may move themselves along the most expedient course to a seat that is not lethal to them. So long as the target’s butt remains in constant contact with a horizontal surface, they are otherwise free to move and act.

Seat of Indirection
This spell is cast on a chair or other sitting place, and lasts for 1 hour per caster level. Anyone sitting in that seat is more easily fooled than normal. They are not charmed, they are merely a little more gullible than they would normally be. If using the social system presented in “On The Non Player Character” by Courtney Campbell, treat this as a +2 to social action rolls. +3 if the social action is Gamble.

Indirect Fighting
A willing target within 30′ is able to attack indirectly for 2 rounds per caster level. They may use any weapons or techniques they possess to attack someone within 30′ of themselves, without actually touching them. On a successful attack roll, the target takes damage normally. The target doesn’t receive any AC bonus from dexterity.

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I couldn’t think of an interesting spell for Seat + Fight that didn’t feel redundant. (The Fighter’s Seat?, The Seated Fighter?, Seat Fighting?) If a player handed me that spell I’d probably ask for their input, or just rehash Seat of Indirection, allowing the caster to curse a chair to make whomever sits in it more likely to attack someone.

Related Links:

The original Magic Words system proposal.
Another list of mix-and-match spells over at Built By Gods Long Forgotten.
Additional ideas, and a list of 100 spell words compiled by Ktrey Parker

Spell lists suck. Here are some magic words.

Spell lists feel wrong to me. Magic is a rare and eldritch thing, feared and hated by decent folk. To quote James Raggi, “Magic is art, not science. Each work of magic […] is something that must be done from scratch each time. Merely replicating what has already been done will never work.” Given that, it seems strange that magic in most games is restricted to a static list of 20 spells per level.

I get that spell lists are a useful abstraction. I get that even this very simple system of magic can make a character feel complex and clunky when compared to non-spellcaster classes. There are a lot of ways to mitigate this problem. Opening up the spell list to supplements and expanding the range of possible spells can introduce some truly weird elements into your game world. There are some awesome spell lists out there. (Theorums and Tharmaturgy, Wonder and Wickedness, etc.) But that can begin to feel overwhelming if you open it up too much. Every time a spell is cast, you gotta remember which book its from and look it up. I know you’ve all seen that haggard look in the referee’s eyes when you cast a spell and they have no idea what it does.

A really dedicated referee could just homebrew all of their campaign world’s spells. But that’s a metric fuckton of work, and in the end you’re still limiting yourself to lists. What I’d really like to see is for players to make up their own spells.

Spellcrafting rules exist in pretty much every system I’ve ever played, but I’ve never actually seen anybody use them. I’m sure somebody out there does it, but they’re certainly in the minority. And it’s not because players are lazy or uncreative. The systems we’re using are not properly incentivizing players to craft their own spells, and that’s a bummer. I’d like to fix that.

My brother and I have been tinkering with an idea based around combining different magical words. At the start of play, the caster gets some random spells as per usual, which they can memorize and cast in proper Vancian fashion. But if they want to acquire any further spells, they’ll need to collect an arsenal of words, and combine them in different patterns to create new spells.

The words are simply the titles of the spells. So, a caster who begins play with “Unseen Servant” and “Fairy Fire” in their spellbook, has four magical words at their disposal: Fire, Fairy, Servant, and Unseen. The caster can then mix and match these options in various ways. They might craft “Fairy Servant,” or “Unseen Fire,” or “Fire Servant,” or “Servant (of) Fire.”

Finding additional words would serve as an interesting form of treasure for casters, and it would be fun to give them particularly odd sounding words and see how the players tinker with them. What will your players do with the word “Teapot” for example?

After the caster combines the words, they present the spell title to the referee, along with the level of the spell they’re trying to create. Only one spell can be crafted per session, and it can only be crafted at the end of the session. The crafting process fills the time between sessions, and when the next session begins the referee should present the caster with a spell.

Writing a single spell between sessions shouldn’t be too much trouble for the referee. The only real issue I see with the system is that you will certainly end up with wildly unbalanced spell lists. My solution is to play with people who won’t throw a hissy fit when you say you want to nerf one of their spells, but obviously that’s not a good standard for rules design. Still, I’m willing to let balance be a little out of whack in exchange for more creative spells.

And, I would argue, this system actually results in less complicated magic users. Part of the reason that spell list based magic systems are so daunting is that the player feels the need to be familiar with all of the spells in order to make an intelligent decision about which spells to pursue. Using this system, there are no spells to be familiar with. Only simple, singular words; and only a handful of those.

Related Posts

A follow up, written by me.
A follow up, written by Lum.
A follow up, written by Ktrey Parker