Magic Words: Laboratories

I love the Magic Word system. It is my finest contribution to the gaming world: elegantly simple caster magic that encourages creativity, and removes the need for cumbersome spell lists. I don’t know if anyone aside from me is actually using it, but I just can’t imagine going back to running spells any other way. Magic Words feels so natural to me at this point.

Another thing that I love are crazy magical laboratories filled with curios, oddments, and the inexpiable paraphernalia of the magician’s craft. Furthermore, the way LotFP handles magic laboratories is one of the best changes Raggi made to the base B/X formula. It’s simple, it’s elegant…and Magic Words broke it.

For those unfamiliar, I’ll summarize. In LotFP, magic labs are measured by monetary value. So if you find a tome of magic theory worth 100sp, and you put it in your lab, then it adds 100sp to your lab. Labs are required for “Magical Activity,” and the value of the lab is a major factor in determining how difficult such activity is.

But I don’t really use scrolls, and I don’t allow players to transcribe spells. Potions are produced using the Alchemy skill. I’ve rewritten how wands work. I’ve also rewritten how staves work. And, of course, creating new spells is trivial, since that’s kinda the whole goshdang point of using Magic Words in the first place. That list encompasses the whole of what RAW LotFP calls “Magical Activity.” So, as I said, I’ve broken LotFP’s magic labs in basically every way.

Which means that the Magic Words system needs its own method for using magic labs, drawing on the core concept of LotFP’s system.

Magical Libraries and Laboratories for Magic Words

A magician’s laboratory is where they store objects for study. Tomes of forbidden knowledge, mystical objects of unknowable purpose, the corpses of demons ready for dissection; such things can provide insight into new realities as yet unknown.

Laboratories are ranked according to their value, which is measured in two ways. First there is Total Value, which measures everything in the lab taken together. Second, there is Unused Value, which measures the the objects which the magic user can still learn from.

For storage, every 500 silver pieces worth of lab value requires 10′ of square space to store. Objects that are appropriate for a magical lab must be discovered through play. If sold, lab items are worth 1/2 their value on the open market.

Unused Value can be spent in place of the time normally required to craft a new spell. It costs 500 sp of unused magical laboratory value to combine words into a new spell, which the referee will present at the next session as usual. Though, if the Magic User decides to go on a spending spree and produce a dozen new spells in a single session, the referee is well within their rights to say they’ll deliver the new spells in installments. A player expecting more than two or three new spells a week is being excessive.

This is a useful change for two reasons. First, my intent was for the player to be able to make a new spell pretty much every game session. But in practice, my players often end In Media Res three, four, or even five times in a row. I can’t reasonably allow the Magic User to craft a new spell while they’re in the middle of a combat, and as a result, Magic Users get frustrated. They wind up with ever-lengthening queues of spells they’re waiting to craft. That’s not inherently a bad thing, but it can reach a point of excess. Hopefully, this will alleviate that.

Second, this will allow higher level magic users to spend a little more time pursuing goals other than crafting new spells. Stuff like training skills, or casting longer ritual spells. They can diversify their interests a little bit without feeling like they’re wasting time that would be better spent on their wizard duties.

Once unused value is spent it’s subtracted from the unused value. However, it remains in the Total Value.

The Total Value of a magic user’s lab is a measure of cosmic prestige. Magicians hoard the mystic oddments they discover, show them off to their friends, and brag about them to their enemies. The acquisition and display of magical novelties is the primary social lubricant of the wizardly caste.

A wizard who is high level, but lacks a princely collection of curios, will be looked down upon. They’re like a wealthy merchant without a noble pedigree. A creature to be dismissed in public, and only dealt with in dark rooms where no one can see your shame. On the inverse, a wizard of low level with an excessive wealth of curios is likely to be robbed and murdered in a trounce.

And wizards are not the only folks who take notice of fine collections of magica obscura. There are things which move beside us. Things for whom most of us are beneath notice. But a fine magical collection may draw their attention for a time. Players should track the Total Value of their labs according to the Specialist’s experience table. Each time their lab “levels up,” it has drawn the attention of a thing beyond the experience of mortal things. Roll 1d20 to determine what creature is drawn forth from the dark beyond:

  1. Sandestine – Incorporeal creatures of impossible swiftness. Only their faint outlines are visible to humans, and they do not require any sustenance or sleep, though they do feel boredom acutely. Sandestines are keen observers, highly valued as spies or sentries.

    Some insignificant bauble from the laboratory has caught their eye, and seems infinitely important to them. In exchange for 1d6 money worth of the lab’s Total Value, the Sandestine will bind itself to perform a single task for the magic user. Sandestines are notably poor negotiators, so the blank check of “a single task,” may be abused by clever magic users. Though there is nothing quite so unreliable as a bored Sandestine.
     
  2. Ajuaba – A creature of spheres, lights, and wafting silks. It has come to the wizard because it has a problem it believes the wizard can help with. The Ajuaba knows too much. It knows everything there is to know in the cosmos, so long as that thing is not a closely protected secret. The excess of knowledge weighs heavily upon the creature’s mind. It will plead of the Wizard: ask it a question. Once it has shared what it knows, it can finally forget, and its burdens will be slightly eased.

    If the wizard offers to take yet more knowledge off the Ajuaba’s brain, it will melodramatically respond that it could never place such a burden on anyone. The small relief the Wizard offered was all it could ask of anyone. It is adamant on this point, believing that each tiny bit of knowledge is painful to bear, and that any demonstration to the contrary is merely bravado.

  3. Carcabat – A slimy thing, which sees through a galaxy of lights that orbit its body. They are the fishermen of the unseen ether of the cosmos. The wizardly crafting of wands appears like clumsy child’s play to them. With exasperated patience, they will offer to show how the deed ought to be done.

    Standing behind the wizard, they will offer instructions that make no sense, while guiding the wizard’s hands through rituals too complex to remember. The wizard may immediately create a new wand using only a single hit point, and they may roll on the table 3 times, selecting which of the 3 they roll they would like to keep.

  4. Elapera – A narrow thing, which somehow gives the impression of an imperiously perfect posture, without having any recognizable anatomy. Its initial interest in the laboratory will quickly turn to scorn once it notices the drab state of the magic user’s spells.  It will ask the magic user to show it their favorite spell. When they do, they will declare the thing to be entirely inadequate, and insist that the magic user do the work over again under their guidance. For the cost of 1,500 unused lab value (which remains in total lab value, as normal), the magic user may re-create a spell they have already created. The new version of the spell will be significantly improved over the original, in a manner determined by the referee. Upon completion, the Elapera will declare the work “almost adequate,” and congratulate the magic user on rising above the simplistic capabilities of their species, if only in the smallest degree.

  5. Panciu – A thought creature which travels the cosmos from mind to mind. It is impressed with the wizard’s laboratory, and offers to show them a bit of long forgotten lore in exchange for the pleasure of a tour. Panciu know the traditional spells of D&D! Roll 1d10 to determine the spell level, then randomly determine one of the spells from that level. If you roll a 10 while determining the level, then you must switch to a different spell list and roll again. (If you don’t have a different spell list, just keep re-rolling until you get a 1-9). 

    The referee should then re-write the spell to be levelless. The magic user also learns any magic words that can be taken from the spell.

  6. Silchar  – A creature of sensual delight, with 4 long tentacular tongues, eight eyes, three cavernous nostrils, six genitalia (one of each type), and numerous other sensory organs. It would very much like to taste such a refined magic user as it now sees. If allowed, it will enshroud the lab’s owner in its many tongues, enjoying every subtle nuance of their taste. Once it has thoroughly tasted, it will depart gratefully. So long as the MU does not wash themselves with any great thoroughness, the licking will leave a film of fortune over their body. The next time they are required to make a saving throw, it will automatically be successful.

  7. Mukdahan – Fleshy platonic solids which are baffled & fascinated by the variety of human appearance. After a tour of the fascinating laboratory, they will ask the Wizard if they may take their body, to put it on display in one of their galleries. In exchange, the they will provide the wizard with a new body of their choice. The Wizard may opt for anything they like: a new gender, a new age, a new ethnicity, etc. They can also roll new physical stats (STR, CON, DEX), as well as add 1d4 -2 to their Charisma. 

  8. Odrelos – A thing which can only be described as “visible wind,” blows into the wizard’s laboratory, rapidly forming itself into words and letters to communicate. It has a moment of business in this realm, for which it will need some local currency. In exchange for 5,000 money, it will reveal a secret. Any secret–for it knows them all. So long as a bit of knowledge is held within only 0-16 minds, an Odrelos will know it as well. 

  9. Aromtap – Creatures who move through time the same way you or I might move through rooms of a building. It will take the magic user, along with any companions they wish to bring, to a time & place of their choosing. Each character who goes on this trip must pay for it with 1 year of their life per day they wish to spend in this other time and place. When they are returned, they will rapidly age. 

  10. Balamgg – A catalogist who has carefully noted the location of several Wizard Staves.  In exchange for 1/4th the money required to reach the magic user’s current level, it will retrieve one of those staves at random, and deliver it to the magic user. Once it has the money it will simply burn it. The currency itself has no meaning to the creature, its true payment was the act of extracting value from the magic user. 

  11. Toynnin – Feeds upon ill fortune. The creature will excite the mind of the magic user, allowing them to instantaneously create 1 new spell for every -2 taken to a future saving throw. The magic user may use all of their penalties at once, or spread them out over multiple saves, but they must take at least a -1 on each saving throw until their debt is paid. 

  12. Valachk – A grinning thing which punctuates too many of its sentences with a humorless chuckle. Not because it is a menace, (though it is), but because it sincerely believes doing so will put humans at ease. Valachk know nothing of what has happened, only what will happen. From a human perspective this may seem an impossible way to live, but the Valachk do just fine. They would like to Rent half of the magic user’s maximum hit points. They won’t say what they’ll do with it, but they promise to return them unharmed and whole. In exchange, they will tell the magic user of one future event. This future event is not described at the table. Instead, the magic user moves forward with this nebulous knowledge. At any point, the player of the magic user may announce “This is the event the Valachk told me about.” The game’s time will then rewind some appropriate amount, so that the magic user can relive the event with appropriate foreknowledge.

    After they’ve re-lived the event, their hit points will be returned to them, as promised.

  13. Gader’el – The Gader’el isn’t terribly interested in the Magic User’s collection, but the existence of said collection has made it think the MU may be suited to its needs. It requires a body, with a mind capable of holding spells. It guarantees to return the body without any permanent damage, and in exchange it will use any spare moments it has to teach the body how to perform a few of the tasks that the Gader’el is familiar with. If the magic user agrees, their mind is instantly transported to a dark void. It is terrifying, to be a displaced mind. Fortunately, it also passes as swiftly as sleep. When the Magic User awakes from their nightmare, the Gader’el will already be gone. The MU’s body is injured. They’ve only got 1d4 hit points, with at least one serious injury that will take time to heal. However, they will also discover that 1d3 randomly determined skills have been improved by 1 step. 

  14. Jikinburchk – An exhuberant creature which delights and marvels at the Wizard’s collection, almost to excess. In thanks for putting together this fabulous collection, the Jikinburchk will offer to put on the most sumptuous, sensual, hedonistic party imaginable. Anyone invited to this party will have a phenomenal time, and it will reset the Magic User’s reputation within a community to “generally positive.” Even if the Magic User had previously earned themselves a reputation for stealing babies to sacrifice in their magical rituals, all will be forgotten in the haze of good times.

  15. Lempema – A creature which roams the past, but cannot imagine the future. They are the unwitting cousins of the Valachk: anatomically similar, but neither can even conceive of the other. In exchange for being given permission to peruse your personal history at their leisure, they will erase a single past event for the magic user.

    The erased event should be direct: preventing the death of a single person, undoing a theft perpetrated against the magic user, or perhaps an encounter with ghouls which resulted in a lost experience level. The referee is also entitled to impose consequences for erased events: if Robert had never died, would the party have ever met David? If the party never encountered those ghouls, they wouldn’t have the magic ring that one of them wore. There is no need to think about this too hard, and indeed, it works best if the referee is somewhat lenient here. This is, after all, supposed to be a boon.

    If the Wizard agrees to this bargain, they will often find the Lempema within their memories, standing in the background observing what’s going on.

  16. Uzuzuz – One of many creatures which might be called. “Grim Reapers” by mortals. Uzuzuz knows the location of all the dead, and will bring one of them to speak with you. Uzuzuz will provide translation, and allow you to speak with this person for as long as you are able to continue speaking.

    In exchange, all Uzuzuz asks is that he be the one to guide your soul into the beyond when you eventually die.

  17. Hyuteir – Speakers of spells. Every word in the language is a spell word. When wizards cast their magics, they are speaking in the language of the Hyuteir. This one is willing to reveal any one spell word that the Magic User desires. In exchange, the first spell the Magic User makes with this word belongs to the Hyuteir who gave it to them. The MU may never use it themselves. The Hyuteir find the ways in which smaller creatures use their language amusing, and many have become collectors of spells. Exclusivity is highly prized among their spell collecting connoisseurs.

  18. K’ksht – A creature which enjoys a good mortal brawl. In exchange for 1 point of the magic user’s Strength, it will slice off a part of itself appropriate to the magic user’s needs. This part will form into a creature that stands 5′ tall, +6″ per level of the MU. It has the abilities of a fighter the same level as the MU, but with a d12 hit die, instead of a d8. It gets two d6 claw attacks each round (upgraded to d8 at level 5, and d10 at level 10), and an armor rating of 12. It is eager to fight to the death, and will never retreat to preserve its life. If the magic user orders it to stop attacking because they wish to parley, the slice of the K’ksht will obey. If they merely wish to flee, the K’ksht will stay behind and finish the battle. If they survive, they will rejoin the Magic User later.

  19. Grue – A thing which lives in the dark. Hungry. Is looking for someone to eat. As payment for not eating you, you must tell it someone else for it to eat. The MU may choose anyone who has at least some chance of being in the dark at some point. (Things that glow are immune). The Grue has a 3-in-6 chance of eating that person within the next month, removing them from play forever. The referee may modify the chance up or down by 1, if they think the person is particularly capable, or incapable of dealing with a Grue. But that’s it. Even your biggest baddest dude has a 2-in-6 chance of being eaten by the Grue.

  20. Nulapuv – A benevolent creature, who would like nothing more than a tour of this fine magical laboratory. In exchange for an enjoyable evening, it will grant one Wish to the Magic User.

Better Wizard Staves + d100 Wizard Staves

Do you know what I hate even more than wands? Staves. Fucking wizard staves are dumb and awful and stupid. At best they’re just alternate wands, and at worst they’re like a whole secondary spell list that the Wizard hast to keep track of. A nightmare of bookkeeping that most players would seem to regard as a chore, since I’ve never seen a single player pursue creating a staff. Not once in 13 years of playing these games.

These are supposed to be a wizard’s totem. The universal sign that someone is in touch with powers beyond your meek understanding. I mean, far be it from me to put Wizards in a box. There are a ton of great wizards who don’t use staves. I don’t think any of Vance’s wizards use them, and his wizards are just the best wizards who ever wizard’d. But the point remains: a wizard’s staff should be cooler than it has ever fuckin’ been in D&D. Apparently it’s up to me to make that happen. So here we fukkin’ go:

The secret of creating staves has been lost. All which now exist were formed in the distant past by wizards greater than any now living. There may be two staves in the world, or there may be twenty thousand, but there will never be more.

Staves are an inherently immaterial non-substance, twisted into a physical shape. This is different from merely binding an immaterial thing to a material object, which is relatively simple by comparison. If you bind a soul to a stick, then examine the stick under a microscope, you will see the molecules that make up the stick. Perhaps they behave oddly because of their connection to the bound soul, but the soul is still a separate thing, obeying the rules that govern souls. On the other hand, if one were to examine a staff under a microscope, they would be struck blind because the universe doesn’t know what to show them. Blinding a person is the path of least resistance. Staves are under constant pressure as every force in the cosmos tries to put things back to rights, and the only force preventing it are potent magics beyond the ken of some gods.

Even touching a staff is a great burden upon a person’s mind. Anyone who does not have at least a single arcane spell slot must save versus Magic or fall briefly unconscious when touching a staff. Only those who have trained their minds to hold spells can effectively wield these powerful objects.

There are 3 common type of staves. Theoretically others may exist, but have not yet been discovered.

The first type is made of a magic word. Usually a word of some potency was chosen for this process. Something like “Stop,” “Fire,” or “Life.” While wielding such a staff, a magic user may modify their prepared spells on the fly using the word they hold. So if their staff is the word “Flight,” and they have prepared the spell “Fire Ball,” then they may choose to spontaneously cast “Flying Fire Ball.”

These spontaneously composed spells would normally be impossible, and are enabled only by the powerful magics of the staff. However, their spontaneous nature makes them unpredictable. They are wild magics, firing off untested, unfocused, and unrefined. Using this method, the same spell could be cast the same way, and be different each time.The referee must come up with the new spell’s effects on the spot, and should feel free to go wherever their imagination takes them.

The second type is made from a body of knowledge. Touching the staff serves as a sort of psychic connection to every mind on the planet, which knows anything about a given field. While holding the staff, a magic user will be the world’s foremost expert on the subject which the staff covers.

However, the staff is limited to what is already known, So if a staff is made from “History,” then the wielder will know everything that is known about history. But, if the last person who knows about the Battle of Chapsik Hill dies, the wielder will lose access to any knowledge of the Battle of Chapsik Hill. (Unless, of course, they had already committed that information to their own memory).

When relevant, these staves may also grant certain abilities to their wielders. So if a wizard were to come into possession of a “Stealth” staff, then in addition to learning how to move with subtlety, they would also gain the physical agility and muscle memory required to do so effectively.

In most situations, staves of the second type can be ruled as granting a 6-in-6 skill for as long as they are being held.

The third type of staff is made from a consciousness. These may be taken from the souls of mortals, or sources more exotic. Devils, angels, and even fallen gods have all had some part of themselves twisted into staves for the use of powerful magicians. These staves are more than mere intelligent objects, they are true intelligences which have been imprisoned in a physical shape. The referee is encouraged to play them as NPCs with their own personalities and desires; usually involving finding some way to become free.

Such staves can only “speak” while they are being touched, and even then, their voices can only be heard by the one who is touching them. They may offer secrets or advice, but will always have their own agendas, which will rarely align with their wielder’s. That being said, when no one is wielding a soul staff, its consciousnesses experience an existence of complete isolation and loneliness. If they cannot be free, then having a Wizard to be their companion is the next best thing, so they will be reasonably cooperative.

Each Soul-Staff allows the wielder to harness some of the powers the soul held in its own form.

D100 Wizard Staves

  1. Magic Word: “Animate”
  2. Magic Word: “Armor”
  3. Magic Word: “Boar”
  4. Magic Word: “Cold”
  5. Magic Word: “Dark”
  6. Magic Word: “Destroy”
  7. Magic Word: “Empower”
  8. Magic Word: “Fire”
  9. Magic Word: “Flight”
  10. Magic Word: “Gorilla”
  11. Magic Word: “Greater”
  12. Magic Word: “Hate”
  13. Magic Word: “Hell”
  14. Magic Word: “Life”
  15. Magic Word: “Light”
  16. Magic Word: “Lightning”
  17. Magic Word: “Mass”
  18. Magic Word: “Maximize”
  19. Magic Word: “Monster”
  20. Magic Word: “Permanent”
  21. Magic Word: “Poison”
  22. Magic Word: “Quick”
  23. Magic Word: “Servant”
  24. Magic Word: “Silent”
  25. Magic Word: “Sphere”
  26. Magic Word: “Steed”
  27. Magic Word: “Stop”
  28. Magic Word: “Subtle”
  29. Magic Word: “Summon”
  30. Magic Word: “Sword”
  31. Magic Word: “Time”
  32. Magic Word: “Wall”
  33. Magic Word: “Weapon”
  34. Body of Knowledge: Alchemy
  35. Body of Knowledge: Animal Handling
  36. Body of Knowledge: Appraisal
  37. Body of Knowledge: Arcane Lore
  38. Body of Knowledge: Art
  39. Body of Knowledge: Astronomy
  40. Body of Knowledge: Athletics
  41. Body of Knowledge: Demonology
  42. Body of Knowledge: Engineering
  43. Body of Knowledge: Geography
  44. Body of Knowledge: Healing
  45. Body of Knowledge: History
  46. Body of Knowledge: Languages
  47. Body of Knowledge: Law
  48. Body of Knowledge: Literature
  49. Body of Knowledge: Living Monster Lore
  50. Body of Knowledge: Local Area (This knowledge changes, depending on what area the wielder is in).
  51. Body of Knowledge: Metalcrafting
  52. Body of Knowledge: Music
  53. Body of Knowledge: Nature
  54. Body of Knowledge: Noble Lineage & Heraldry
  55. Body of Knowledge: Planes
  56. Body of Knowledge: Religion
  57. Body of Knowledge: Sex
  58. Body of Knowledge: Ships & Sailing
  59. Body of Knowledge: Spelunking
  60. Body of Knowledge: Stealth
  61. Body of Knowledge: Stone Lore
  62. Body of Knowledge: Survival
  63. Body of Knowledge: Technology
  64. Body of Knowledge: Torture
  65. Body of Knowledge: Undead Lore
  66. Body of Knowledge: Designate a person by touching them with the staff. The staff is then connected to the whole of that person’s knowledge until a new person is designated.
  67. Soul: A monk whose life was spent in meditation. Spell failure chance reduced by 1-in-6.
  68. Soul: A wizard who loved birds. Wielder is able to cast the spells Speak with Birds, Shriketoss, and Talon Strike once each day.
  69. Soul: A wizard who was obsessed with expanding her memorization abilities. Grants 2 extra spell slots.
  70. Soul: A really boring wizard who was never invited to any parties. Wielder may re-cast one of their expended spells each day.
  71. Soul: A psychopathic wizard who enjoyed casting large area of effect spells. Wielder is immune to damage from their own spells
  72. Soul: A wizard who took up their craft after escaping an abusive relationship. +3 to saves versus mind affecting effects.
  73. Soul: A fierce sumo wrestler, regarded as one of the best in history. Wielder may attempt to cast spell even while they are within an anti-magic field. These spells have a failure chance which is worse than usual by 1-in-6.
  74. Soul: A young girl, ritualistically killed by a drug overdose in order to create this staff. The wielder may alter their size at will, becoming as small as 4″, and as large as 16′.
  75. Soul: A devoted guardian who died by leaping in front of their liege to intercept an arrow. While held, this staff will move of its own accord to block incoming physical attacks. The caster’s armor rating is improved by 2.
  76. Soul: A madman arsonist. Never caught during his lifetime. Wielder may summon a line of flame, 30′ long, dealing 6d6 damage to everyone along its trajectory. Each time this is done, the wielder must sacrifice one of their prepared spells.
  77. Soul: A small fragment of the dead creator god. Any creature the wielder encounters will perceive the wielder to be a member of their own species.
  78. Soul: The soul of an ordinary person, whose body became the first zombie–which still walks the earth to this day. Every zombie that exists was all for the purpose of creating this staff. The wielder no longer needs to breathe, eat, or sleep.
  79. Soul: A wizard obsessed with their own longevity. Will teach the caster a series of complex rituals they developed during their life. First is the ward against natural death. Second is the secret of perpetual youth. Third is the ritual of rapid recovery from wounds. The rituals are always taught in the same order. Learning them requires the wielder to gain a full level while wielding the staff. Performing the rituals requires expensive material components, and weeks worth of time.
  80. Soul: A giant, furious at being trapped in a little weakling’s stick. The wielder is granted great strength (+8)
  81. Soul: An angel, one of the messengers of the gods. The wielder’s movement speed is doubled.
  82. Soul: A wild, unthinking warrior from the frozen north. Each morning, 6 spectral axes surround the wielder. If they take any damage, one of the axes will fly off to strike the source of the damage, reducing the remaining axes by 1 until the next morning. The axes deal 1d8 damage, and do not require an attack roll. Note that the axes will retaliate regardless of the source of the damage. If the wizard suffers a fall, an axe will attack the ground, etc.
  83. Soul: A wizard who spent all of their time in a lab, tinkering with magic. The staff engages in a constant background dialogue with the wielder, discussing how various spells might be tinkered with. For each level gained while wielding this staff, the wielder & staff reach an epiphany! The wielder may choose one of their spells to improve. The referee will adjust the spell to be permanently more beneficial to the caster, with no drawbacks.
  84. Soul: A stage magician who became immensely popular performing for yokels. Wielder may create as many silent, immobile illusions as they desire.
  85. Soul: A vampire of impressive lineage. Allows the wielder to cast “Turn Cleric” 3 times each day. This functions the same as “Turn Undead,” but against clerics.
  86. Soul: A powerful Psion who considers wizards weaklings who are satisfied to merely scratch the surface of what the mind is capable of. Grants the wielder 50lb telekinesis. Objects move a little slowly and clumsily, though.
  87. Soul: A child psion, turned into this staff before they had an opportunity to develop. Grants the wielder ESP, allowing them to hear the thoughts of a single target within 60′ at a time.
  88. Soul: A powerful devil, servant to a notable demon lord. Allows the wielder to cast the spells Hellfire, Damnation, and Gate once per day, each.
  89. Soul: A paladin who will only ever refer to the wielder as “Warlock.” The staff grants the wielder the ability to cast the spells Judgement, Consecrate, and Cure Moderate Wounds. The paladin will be really upset each time one of their spells is cast.
  90. Soul: A wizard who found the material plane very dull, and doesn’t understand why anyone spends any of their time here. Allows the wielder to cast the spells Dimension Door, Teleport, and Planar Shift.
  91. Soul: A thief who made her fortune delving dungeons and finding what people didn’t want her to find. Any secret doors in the area will appear to be gently sparkling to the wielder.
  92. Soul: A druid who is notably silent, apparently in some deep meditative protest. Small animals will do the wielder’s bidding.
  93. Soul: A tyrannical, but effective, king. The wielder may attempt to dominate any creature with 4 fewer hit dice than they have. The creature does not receive a save. Dominated characters obey the wielder in all things. Only one creature can be dominated at a time.
  94. Soul: A mathematician who was notably superior to all others during their lifetime. The caster may roll the damage dice for each spell twice, and take the better result for each one.
  95. Soul: A splinter from the soul of the goddess of time. In every day, there are moments of time which the goddess wanted to keep for herself, before they were stolen by the one who created this staff. Each hour off the day, the wielder may stop time for 1 round. If they do not use this ability in a given hour, it carries over to the next. If they wish, they may continue saving up these brief time stops until the final hour of the day, when they can stop time for 24 rounds. (2 minutes and 24 seconds). If time stops are not used by the end of the day, they are lost, and the staff begins accruing time stops anew.
  96. Soul: A djinn, who will grant a wish to anyone who breaks the staff. (This is a very difficult thing to do). The staff wielder levitates constantly. They move at their normal speed, but rest anywhere from 1″ to 6′ off of the ground. If they stand still, they can ascend up to 30′. As a consequence of this levitation, the wielder is also immune to any falling damage.
  97. Soul: An angel who once stood before the court of its god, judging who may enter, and who must go elsewhere. If the wielder fixes their gaze upon a person, they will immediately know the single worst thing that person has ever done.
  98. Soul: A splinter from the soul of Asmodeus himself. The wielder is immune to damage from fire, electricity, and acid, but takes double damage from any weapon that is silvered.
  99. Soul: The platonic ideal of a horse. It cannot speak, but will often whinny and neigh in the wielder’s ear. May be used to conjure a horse out of nothing. May conjure 1 horse every minute.
  100. Staff of the Archmage: Roll a d100 until you’ve landed on one of each of the three types of staff. This staff has all of those properties. Somehow, three staves were twisted together int a single unit. Whoever made this could easily have rivaled the gods for their power.

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Better Magic Wands + d100 Magic Wands

I have never liked magic wands. Even back when I thought 3rd edition D&D was the bee’s knees, they just felt dumb to me. Little spell dispensers that you charge up and then unload like a magic machine gun. Brendan of Necropraxis made a fine attempt at rehabilitating them, but even thus improved, they still didn’t feel quite right to me.

Recently I decided to sit down and try to fix a lot of things around the periphery of the Magic User class which I don’t like, and I’m actually phenomenally happy with this:

Creating a wand is a very simple thing to do. It’s among the first thing any aspiring magic user learns, and so the only requirements for crafting one is that the character be a magic user of any level.

The process takes one haven turn, during which the caster draws off some of their own vitality (equivalent to 1 hit point per hit die of the MU) and dangles it like bait in the unseen ether of the cosmos. Eventually, some small shard of unknowable horror will latch on to this succor, and the MU will be able to trap it within some small object. A skull, a taxidermied snake, or even a bit of a twig will work.

While it is so trapped, the creature will continue to gnaw at the bait, and the MU’s maximum hit points will be reduced by that amount. But the MU will be able to force the bound thing to act at their behest, lashing out from its confinement to attack the MU’s foes. Each bound creature lashes out in a different manner, and there is no way for the MU to control what sort of creature they get.

Each wand has an exhaustion die, which should be rolled any time the wand is used. On a 1, the creature within manages to break free. The wand works one final time, then breaks, and becomes useless. Magic Users may also choose to release bound creatures by breaking their wands themselves.

In either event, figure out which of your dice has a maximum result that is the closest to the number of hit points that were being gnawed on, without going over. (For example, if the MU had 7 hit dice, then they gave up 7 hp, and you’d roll a d6. Or a d7, if you’ve got one.) With the wand broken, the MU’s maximum hit points go back to normal, and they regain health equal to the die roll.

When a wand is created, roll on the table below to determine what effect the bound creature produces.

Note: Some of these wands include subtables which determine the precise function of the wand. These should be rolled on once to determine what sort of wand you have, and then remain consistent after that. These tables are not re-rolled every time the wand is used.

D100

  1. The target must save versus Devices. If they fail their save, their save versus Magic is increased by 2. Exhaustion Die: d12
  2. The wielder makes an attack roll against the target’s unmodified AC. A blast of (1. Fire, 2. Cold, 3. Acid, 4. Lightning, 5. Sonic, 6. Wind) strikes out, dealing 1d6 damage per 2 levels of the caster. ED: d8
  3. The wand elongates itself into a whip-like tentacle and strikes out at the caster’s target, before quickly retracting into its normal shape. The wand makes this attack roll itself, with a +1 to attack per 2 levels of the caster. The wand deals 1d8 damage per 2 caster levels. ED: d6
  4. A sticky goo sploots out of the wand, flying up to some high place indicated by the caster, and pulling them effortlessly up there. It takes 1 combat round to fire the thing, and 1 combat round to be pulled up. Casters level 4 and higher can complete the whole process in a single combat round. Casters level 8 and higher can use the wand as a free action. ED: 1d12
  5. Randomly determine one of the skills used in your game. When used, this wand grants the target the maximum level of that skill for 1 turn. ED: d4
  6. When used on a friendly target, their (1. Strength, 2. Constitution, 3. Dexterity, 4. Intelligence, 5. Wisdom, 6. Charisma) is temporarily raised to 18. This effect lasts 1 exploration turn per caster level. ED d8
  7. When used on a friendly target, their bonus to attack rolls is increased by 1 for each level of the caster. Effect lasts for 1 turn. ED: d6
  8. When used on a friendly target, the wand temporarily boosts their armor class by 1 per 3 levels of the caster. Effect lasts for 1 turn. ED: d4
  9. Sturdy rope can be dispensed from the tip of this wand. 50′ per use, although it can be used multiple times in a row to produce a longer piece of rope. Until the caster reaches level 4, this is hemp rope. After level 4, the rope is silk. ED d12
  10. When used on an object, that object ‘comes to life,’ and can move on its own. It gains whatever movement abilities are the bare minimum in order to perform its job adequately. For example, an animated jug will be able to float around, and to pour itself, but it won’t have the speed or strength to smash itself into people. A sword, on the other hand, would be able to move itself with enough force to deal normal weapon damage. If used on an object that is held by someone else, that person is entitled to a save versus Devices to resist the spell. Effect lasts for 1 hour per level of the caster. ED d8
  11. When used on a dead body, that body will rise as a walking corpse under the command of the caster. These are fragile creations, and will be de-animated if even a single point of damage is dealt to them (though they can be resurrected by casting the spell again). The corpses move at 60′, have an AC of 12 and deal 1d4 damage if ordered to attack. They last for 1 turn per level of the caster. ED: d8
  12. The wand allows the caster to perform a wide variety of moderately impressive feats, none of which have an obvious practical benefit. These consist mostly of what we might consider “stage magic.” Card tricks, pulling small animals or objects out of thin air, spraying sparks or smoke, etc. ED: d12
  13. Causes the target to grow to twice their current size. May be used repeatedly, with stacking effects. The growth causes whatever common sense improvements in ability the referee deems appropriate. Growing too large for whatever space you are in will cause damage if the structure gives way, and may cause death if the structure cannot break away to accommodate your size. Unwilling targets receive a save versus Device to resist being caused to grow. ED: d6
  14. When cast on a surface, a hollow, inverse pyramid will emerge, made of the same material as the surface it was cast on. This object will float just off the ground, following the caster at a distance of 10′. It can be commanded to stay put, but the caster must come within 10′ in order to retrieve it again. It can carry 2 encumbrance worth of objects per level of the caster, and lasts for 1 hour per caster level. ED: d12
  15. The target of this wand is entitled to a save versus Devices. On failure, they will begin to dance in, using whatever style they most enjoy. After 1d4 rounds they may attempt another save, and if they fail, another 1d4 rounds later, and so on until they succeed. Unusually, this wand can be used in a non-obvious fashion. Targets may never know what happened to them. ED: d8
  16. The target of this wand must make a save versus Devices. If they fail, they cannot move at all. This lasts for 1 round per level of the caster. ED: d4
  17. The caster may use the wand to create any image they can imagine. This illusory image may be 3 dimensional, and can encompass as much as 1 man-sized object every 3 caster levels. The image created is static, but is otherwise perfectly convincing to the eyes. Lasts for 1 hour per caster level. ED: d8
  18. The target of the wand must save versus Devices. If they fail, one of their (1. Fingernails, dealing 1d8, 2. Eyeballs, dealing 1d12, 3. Teeth, dealing 1d6, 4. A strip of skin, dealing 1d6) is violently torn from their body, dealing a commensurate amount of damage. ED: d6
  19. When used, the wand will jerk the casters arm to point towards (1. Gold, 2. A secret door or panel 3. A source of magic, 4. A person indicated during the use of the wand. 5. An indicated object, 6. The creature with the most hit dice in the immediate area) So long as they do not perform any actions (such as casting or combat), they can leave their arm limp, and the wand will continue to move their arm to keep it pointing at whatever it is indicating. ED: d6
  20. When used, a bit of goop is excreted from the end of the wand. This goop falls to the ground, and forms itself into a gremlin. Gremlins are terrible little creatures with neon skin, bug eyes, and hunched backs. They stand 6″ tall, and will do whatever you tell them to do, but they tend to do it in the most dickish way possible. Gremlins have a short life cycle, and will die of natural causes after 24 hours. ED: d8
  21. Casting this causes a spot on the ground to be charged with explosive magical energy. The spot is a circle, 2′ in diameter. If weight is applied to the circle , the explosive energy will be released, dealing 1d6 damage per caster level to whomever stepped on it, without a save. Anyone within 10′ takes half that damage, and may save versus Breath to take a quarter damage instead. ED: d6
  22. When cast on a weapon, a successful attack roll with that weapon will also required the target to make a save versus Poison. On failure, they (1. Take 2d6 damage from a random ability score, determined when the wand is created. 2. Take 3d6 damage from a random ability score, determined the same way. 3 Take 4d6 damage to a random ability score, determined the same way. 4. Die) The poison on the blade lasts for one turn per caster level. ED: d6
  23. When cast upon a lie that is communicated at the same time, that lie becomes very easy to believe. To the point that anyone hearing it will find the very idea of believing it is false to be ridiculous. There must be _some_ reasonable chance that the lie will be believed for this to work. You cannot, for example, tell someone that you’re their best friend and that you’ve known each other very well for years, it is impossible that they would believe that. You can, however, tell someone that you’re an old school chum that they’ve just forgotten about. ED: d4
  24. Restore some of the target’s hit points. At first level this restores 1d6 hit points. At third, 1d10; at fifth, 2d6; at seventh, 2d10, and so on. ED: d4
  25. If the caster touches the tip of the wand to the ground, and drags the wand along the ground, then a wall will rise up from that space, made of (1. Tempered Wire Mesh Glass, 2. Fire, 3. Colored Lights 4. Steel, 5. Same as the surface it rises from, 6. Spinning blades, 7. Stone, 8. Ice). The wall is 8″ thick, and 6′ high (+1′ for every 3 caster levels), with a maximum length of 10′ per caster level. The wall lasts for 1 minute per caster level. ED: d8
  26. The target must save versus Devices, or they will begin to choke; and will continue choking until the caster stops channeling the spell. While choking they may act normally, but cannot speak, and they take 1d4 damage each round. Unlike most wands, this wand may be activated subtlety, and the target may not necessarily know why they could not breathe. ED: d8
  27. Using this wand, the caster can make a hole appear in the ground. Where the contents of the hole disappear to is unclear, although it apparently ends up in the sky, because when the spell ends it falls down from above the clouds to land in the space it vacated. The hole is 10x10x10 at first level, and each dimension of the hole increases by 2 for each caster level. ED d6
  28. The target must save versus Devices. On a failure, they become frenzied and will attack with a blind fury. They may not flee, and cannot take any action other than attacking their target. They may use weapons, but not if the weapon requires any significant maintenance (they cannot reload a projectile weapon, for example.) While in this state, the target loses any bonus they may have had to hit, and must roll 1d20 unmodified for their attack rolls. If they do hit, they automatically deal the maximum possible damage. In this state, creatures are very easy to taunt, and will attack whoever dealt the most damage to them in the previous round.
  29. When using this wand, designate two targets of the same species of creature. Both may make a save versus Devices. If both fail, the two have become lifelinked. This has no effect unless one of the two dies, in which case the other will also die. ED: 1d6
  30. The target must immediately check morale, and if they fail, they must extract themselves from the situation in whatever way is appropriate. ED: 1d8
  31. When used, this wand causes the caster to vanish, and reappear at a different location. Use a d12 to determine the direction they move from their current location, assuming the numbers correspond to those on the face of a clock. They move 1d10 * 100′ along that vector. If where they would reappear is unsafe (such as inside a wall), they instead move back towards where they originated, and appear in the first safe space they encounter. The caster may bring 1 additional person or uncarried object with them per caster level. ED: d8
  32. Using this wand grants the targets the powers of a (1. Vampire, 2. Ghost 3. Bear, 4 Scorpion, 5. Mole, 6. Stone Golem 7. Unicorn, 8. Dragon). The effect lasts for 1 minute per level of the caster. The specifics of these powers are left to the referee to determine, but drawing upon superhero comic books for inspiration is recommended. ED: d6
  33. The earth where the caster indicates cracks, and molten lava begins to bubble up to the surface. It moves slowly, so anyone aware of it and free to move can avoid it, but being within 5′ of it causes 1d6 damage per round, and letting it touch you causes 2d6 damage, while falling into it or otherwise being engulfed by it causes instant death. The lava continues to flow out at a rate of 1 cubic feet worth each round, for 1 minute per caster level. ED: d6
  34. The target of this wand has their unarmed attack empowered to strike like a hammer. The first time the wand is used, it allows the target to roll a d8 for damage on their next unarmed attack. Subsequent uses of the wand can further empower the target, with each casting adding another d8 to the pool. So if the wand is used twice, then the target’s next successful unarmed attack will deal 2d8 damage. If used three times, the target will be able to deal 3d8 damage, and so on. This empowering remains in place until the target makes their next successful unarmed attack, after which their punching strength returns to normal. ED: d12
  35. Use of this wand binds the caster and the target together, allowing the caster to take themselves out of time, and give the time they lose to their partner. For as long as the wand’s wielder takes no actions, their partner may take twice the number of actions that would normally be allowed in a given span of time. For example, in combat, they may take two turns. While scouting, they may move at twice their normal rate without penalty. If they were to fail an attempt to stealth, they could make a second attempt to try and correct themselves before they were noticed. The effect ends the moment the caster does anything. ED: d12
  36. The target is bound to perform a simple, one-sentence task that the caster sets for them. They are entitled to a save versus Devices to resist. Targets who are unfriendly towards the caster receive a +3 bonus to their save. Targets actively engaged in combat against the caster receive a +6 to their save. Regardless of whether or not the task is completed, the compulsion only lasts for 1 hour per caster level. ED: d6
  37. When used on a friendly target, their base speed doubles. If the caster is level 4 or above, it instead triples. If the caster has reached level 8, it quadruples. The effect lasts for 3 exploration turns per caster level. ED: d12
  38. The targets must save versus Devices. On a failure, their morale is lowered by 1d4. This does not cause an immediate morale check, it only makes failure more likely when a morale check is called for. Wand effects 1 target per caster level. ED: d12
  39. The target must make a successful save versus Devices, or their armor rating is reduced by 1. If the caster is level 5 or above, they are able to reduce the targets armor by 2 on a failed save, and 1 on a successful save. At level 10 they can reduce by 3 & 2. ED: d8
  40. If the target fails a save versus Devices, their damage rolls are reduced by half (rounding up) for one round per caster level. ED: d8
  41. The target must make a save versus Devices or find themselves suddenly sluggish, as though they were moving through water. Their movement rate is halved. This lasts for 1 round for every 2 caster levels. ED: d8
  42. If the target fails their save versus Devices, then the next X times they would roll dice, they must instead roll 2 dice, and take whichever result is more favorable to the caster. Here, X is equal to the caster’s level. Using this wand on the same target multiple times can force them to roll one additional die per cast. Note that this spell may be cast on friendly targets as well. ED: d6
  43. The target must save versus Devices. On a failure, they will become a complete social buffoon for a number of rounds equal to to the caster’s level. Everything out of their mouth will either be boring, nonsensical, or unintentionally insulting. They are still more or less in control of themselves, and may push any agenda they want, or attempt to excuse themselves, but everything they do will come across poorly (including excusing themselves). This wand may be activated with subtlety. ED: d12
  44. When activated, this wand begins to exude a smell described by the caster. It may be pungently unpleasant, it may be fragrant enough to mask other scents, or it may be used to create smells that may attract certain beasts, like the smell of blood. ED: d12
  45. The wielder makes an attack roll against the target’s unmodified armor rating, dealing damage to the target, and then healing the caster for the same amount. At first the wand deals 1d4 damage, but this increases to 2d4 at level 3, 3d4 at level 6, 4d4 at level 9, and 5d4 at level 12. ED: d6
  46. The wielder makes an attack roll against the target’s unmodified armor rating, spraying the air around them with spores. The target is entitled to a save versus Poison, and if they fail, an egg survives all the way down into their lung, and it hatches. The next round it deals 1d4 damage to the victim, then 1d6, then 1d8, with the damage die rising higher each round. This persists for a number of rounds equal to the caster’s level. If the victim dies, then the creature born within their body has survived long enough to tear its way out. The creature of tentacles and pincers will then flee, seeking meat to make its nest. ED: d6
  47. When cast on a dead body, that bodies head will be animated, and will speak to you as though it were alive. At a minimum, the body must still have ears and a mouth in order for this effect to function. The corpse will answer a number of questions equal to the caster’s level. ED: d12
  48. A jet of water bursts from the end of the wand, slamming into the target who is entitled to a save versus Breath to leap aside. If they fail, they will be knocked backwards 10′ per level of the caster. If they strike an immovable object, they will take 1d6 damage for each increment of 10′ that they could not be pushed. ED: d6
  49. The wand emits a very peculiar sound, and the referee rolls on their encounter table. 1d10 minutes later, that thing from the encounter table will come to where the wand sounded from. It reacts normally to the player characters, though it’s not entirely sure why it just dropped everything to come here. ED: d12
  50. A kind of wire-form flower made of light emerges from the wand, and crashes into pieces upon the target. They are entitled to a save versus Devices. If they fail, then the will to fight suddenly leaves them. They are not dazed, nor are their perceptions clouded in any way, they merely gain a strong conviction that they do not want to participate in this fight. If harm comes to them, or if undue harm comes to their companions, they may yet force themselves to participate. ED d6
  51. A lance of green shoots out from your wand, and strikes upon the target’s forehead, snapping their head back with the apparent impact. They are entitled to a save versus devices, and if they fail it, will begin to take 1 damage each round. This will only end when they die, or when the caster wills for it to stop. ED 1d4
  52. The target gains a complete immunity to fire for 6 hours per caster level. ED 1d12
  53. When activated, a sudden wind blows through the area, kicking up dust from all around. 1d4 warriors made of dust appear, and will aide the caster in whatever they need. Each has only 1 hit point, but their armor rating is 11 + the caster’s level, and their attack bonus is equal to the caster’s level. They deal 1d8 damage on a successful attack. ED: d8
  54. When activated, time appears to stop for a brief moment, then suddenly everything that happens within the last minute happens in reverse. The caster, and only the caster, has traveled back in time 60 seconds. All others are required to act in precisely the same manner they did originally, unless the caster’s own actions would reasonably change their own. At level 3, the caster may bring 1 other person back in time with them, and at every 3rd level after that they can increase this number by 1. ED: d4
  55. A chittering sound is heard, first at a great distance, then suddenly swooping past to emanate from a single object of corrodible metal indicated by the caster. If this object is held by a person, they may make a save versus Devices to resist. If the save is failed, or if none may be attempted, the object quickly rusts into nothingness. ED: d6
  56. A randomly determined spell is cast from the wand each time it is used. After using the wand, the spell is determined, and the caster is allowed to read its description. The caster can then designate a target, along with any other variables that would normally be decided upon before a spell. Any material components are waived, as well as any lengthy casting times that might normally be required. The spell occurs instantly. The referee may roll the random spell on whatever table they choose, and should not feel restrained by the wand wielder’s level. The wand wielder, in turn, is encouraged to provide their referee with a case of beer to encourage them to roll on more badass tables. ED: d12
  57. Ever so slightly, the target’s eyes, ears, nose, tongue, and hands grow larger. Not so much that they look deformed, but enough that anyone watching the process will notice. All of the target’s natural senses (including those beyond the typical 5), are enhanced to superhuman levels. This lasts for 1 exploration turn per caster level. ED: d12
  58. Spectral chains covered with heavy weights briefly appear around the the target, who is allowed a save versus Device to resist. On failure, the chains briefly contract around the target before disappearing, and the target is suddenly no longer able to fly. It does not matter whether their flight was powered by physics, or by magic. Nor does it matter whether they were using motion to fly, or whether their wings were fixed. They plummet to the ground, and cannot fly again for 1 hour per level of the wand’s wielder. ED: d6
  59. With lightning speed the caster holds their wand aloft, and the spell they are responding to twists itself into painful shapes before flying into the wand. Part of the magic of this wand is that it grants the caster unnatural swiftness when they attempt to use it, allowing them to sacrifice their next action to activate this wand at any time, even during an opponent’s turn. The opponent is granted a save versus Devices to resist, but if failed, then the spell that opponent cast can be negated by the wand. ED: 1d6
  60. By activating this wand, the caster can re-form a spell which they already cast back into their mind, and cast it again. They must have had the spell memorized at some point since the last time they memorized spells. ED: d8
  61. It’s not quite clear what this wand does to achieve its effect. It can be used on any group of people small enough to be called a “band.” If you could call the group a “caravan” or an “army,” the charm will not work. When cast, the group’s journeys are…boring. Somehow they know to choose the road that won’t lead to them stumbling into a murder scene. Somehow, they just don’t look rich enough to tempt the bandits laying in wait. When this charm is cast, a group of travelers can skip 1 encounter roll per level of the caster. ED: d6
  62. This wand functions as a sort of “Ctrl+F for reality.” If presented with an obfuscation of objects in a fairly confined space, use of the wand will cause a certain specified thing to separate itself from the rest. Using this wand will cause the needle to separate from the haystack, cause a book to turn to a helpful page, or cause the gold coins to pop out of a heap of garbage. ED: d12
  63. When activated, luminous tendrils grow out from the wand to join the wielder in a wrestling attempt. While using this wand, the caster may grapple as though they have double their hit dice. ED: d6
  64. When activated, weapons made of light will grow from the wand, then fall into the air where they will float in a pattern that looks like they are being held by skilled warriors. The weapons are of all types, and will attack the caster’s foes. Each weapon deals 1d8 damage, and attacks as though it were wielded by a fighter of the caster’s level. Once a weapon deals damage, it will disappear. The weapons cannot be damaged by normal attacks, and unless they are dispelled, will continue to attack until they deal damage, or until 1 hour has passed. A first level caster summons only 1 weapon, with another weapon added for each even numberd level. ED: d8
  65. A cloud rises from the wand, creating a dome 20′ in diameter, +5′ per caster level. Within this cloud, the gods cannot see, and any powers granted by a deity will not function. The cloud lasts for 2 rounds per caster level. ED: d6
  66. Wireframe hexagons ‘pop’ from the wand, and fly up to arrange themselves in a dome at a location the caster indicates within their line of sight. The dome is 20′ in diamter, +5′ per caster level. Within this dome, the forces of reality are locked down, and magic cannot function. The dome lasts for 2 rounds per caster level. ED: d6
  67. The wand cracks open when this spell is cast, allowing hundreds of insects to crawl out of it before it seals itself back together. The insects are enough to fill a 5x5x5′ space, +5′ on each dimension per 2 levels of the wielder. The primary use of the insects is that they really freak people the fuck out, but they also obscure vision and sound with their buzzing bodies. Furthermore, if desired, they can sting foes within the cloud, dealing 1 point of damage per turn. The swarm persists for 1 turn per 3 caster levels. ED: d6
  68. 3 hit dice worth of targets per caster level must save versus devices. On failure, the immediately fall to the ground and sleep. ED: d8
  69. The target of the wand may attempt a save versus Devices. On failure, their body is transformed into (1. A frog, 2. A sheep, 3. A fish, 4. A housefly, 5. A snail, 6. A pot bellied pig.) Their clothing and equipment will suddenly no longer fit them, and will fall to the ground. They retain their minds, and will be able to react to their situation intelligently, but they cannot speak or take most actions. This effect lasts for 1 minute per caster level. ED: 1d4
  70. When used, the wand grants the caster telekinetic abilities. For each caster level, they are able to lift roughly 50 lb with their mind, and move it at a ponderous speed with perfect accuracy within their line of sight. ED: d8
  71. When used, this wand creates a dimensional portal from the wielder’s present location, to another location that they are familiar with within 100′. Aside from the caster, one person can travel through the door for every 3 levels of the wielder. ED: d6
  72. The wand project a giant hand, large enough to easily grip a full grown man in its fist. The hand grapples as a creature with a d12 hit die of the same level as the caster; and attacks with the bonus of a fighter the same level as the caster. ED: d4
  73. When cast on a an area 5’x5′ (+5′ per 2 caster levels), any plants in that area will grow at an accelerated rate, progressing to full maturity in a single adventuring turn. If the wielder is 4th level or higher, the process takes place in a single combat round. At 8th level or higher, the plants not only grow to their full potential, but at an option, can be forced to grow wildly out of proportion to their normal size, up to 4x what would normally be possible. ED: d8
  74. With a flick of the wand, the wielder causes a spectral mouth to appear and bite the target. They roll an attack roll as though they were a fighter of their current level. The bit deals 1d6 damage per caster level. ED: d6
  75. Use of this wand may be declared at any time, and the caster forfeits the next action they would normally have. The target may save versus devices, and if they fail, the wand wielder may redirect the target’s actions in another direction. So, for example, if the target has made an attack against one of the caster’s allies, the caster can force that attack to be directed to one of their foes instead. ED: d12
  76. When activating this wand, the caster must first declare a type of action: walking, attacking, spellcasting, speaking, dancing, lockpicking, etc. The action indicated must be similarly specific to those listed, and the referee should reject anything as simple as “movement,” or anything involuntary such as “breathing.” The target may attempt a save versus Devices, and if they fail, they are locked out of performing that action for 1 round per level of the caster. They may otherwise act normally.
  77. When used on a wall or other surface, that surface becomes temporarily immaterial. Anything leaning or hanging on that surface will fall, and anyone who wishes to may pass through the surface as though it were just a thick fog. The visual appearance of the surface does not change in anyway. This works for surfaces 1′ thick (Jumping to 10′ thick at level 5, then 100′ thick at level 10), and an area of 10’x10′, increasing by 10′ in both dimensions at every third caster level.
  78. When activated, this wand summons a sphere of light, comparable to a torch. At level 4 and higher, the light from the orb is comparable to sunlight. At level 6 or higher, the orb can be ordered to “flare” once per adventuring turn, and everyone who was not forwarned has to make a save versus Breath or be blinded for 1 round. The orb lasts for 2 hours per caster level. ED d12
  79. Causes a block of ice to appear. Very roughly 10′ by 10′ by 10′ in dimension. If summoned above a group of people, they are entitled to a save versus Breath to leap out of the way or take 6d6 crushing damage. If summoned around a group of people, they are entitled to a save versus Devices, or they will become frozen in a block of ice, and put into cryogenic stasis until it melts. ED: d4
  80. When cast upon a structure, it begins to slowly shake and wiggle itself apart. Nails and screws fall out of place, adhesives weaken, and over the course of 1 hour the structure just…crumbles. At first level it works only on small structures like tool sheds or single room huts. At level 3, the wand works against houses of moderate size. At level 6, it can affect an entire manse. At level 10, it could take down a castle. At level 16, it could bring down a skyscraper. If the caster wishes, they can immediately exhaust the wand to bring the structure down instantaneously, without the hour of shaking and wiggling. ED: d4
  81. Each friendly target tapped by the wand is given an illusory disguise of a general type. You can be “A man from this town,” but you can’t be “Dave, the butcher.” Each tap counts as a separate use of the wand. At first, the illusions are only incorporeal, and anyone touching the disguised person will have a chance to notice that the physical presence of the target is not precisely the same as their appearance. If the caster is level 3 or higher, the disguise also alters the voice of the target. At level 6 or higher, the illusion becomes tactile as well, so a person who is not wearing a hat, but is disguised to be wearing one, now actually has a hat which can be touched and felt. At level 9 or higher, the wand can be used to disguise the target as a specific individual, and the likeness will be good enough that it may even fool that person’s friends, if the player manages to act appropriately. Each disguise lasts for 2 hours per caster level. ED: d8
  82. The target’s experience of time is slowed slightly, allowing them to appear to move much more quickly than would normally be possible. The target may take 1 additional action each round, either taking a second movement action, or a second attack action. This effect lasts for 1 round per level of the caster. ED: d6
  83. When cast on a piece of metal, that metal begins to heat up. On the round the spell is cast, the metal is merely warm to the touch. The round after that, however, the metal becomes quite hot, and deal 1d4 damage to anyone touching it. The round after that, it becomes scorching, dealing 2d4 damage to anyone touching it. The metal remains scorching hot for a number of rounds equal to the wand wielder’s level. After that, it begins to cool, first to hot (1d4), then warm (no damage), then returning to its normal temperature. ED: d6
  84. The wand belches forth a cloud of sickly colored gas–a green, or a purple. The gas fills a 10x10x10 space per caster level. Anything which breathes the gas (including the caster and their allies) must save versus Poison or die. ED: d4
  85. The wand begins to spray a whispy white mist into the air, filling a 10x10x10′ space per level of the wand wielder. No creature which relies on sight can see more than 5′ in any direction while trapped within this mist. At level 5, at the wand wielder’s option, the mist may begin to emit a buzzing hum which similarly disrupts the sense of any creature that relies on hearing. The caster may turn this on and off at will. At level 10, the caster may also opt to impose an unnatural stillness on the ground and air within the mist, limiting the senses of any creature that relies upon vibration. ED: d12
  86. When cast upon a creature, that creature immediately becomes the target of every piece of random detritus in the environment. Each round, a random piece of junk will fly up and attack to strike at the target. These items make an attack roll with a +1 bonus for every 2 caster levels the wand wielder has. This spell may be more or less effective depending on the environment the characters are in. In a bare room, it will probably not matter at all; whereas in a cluttered workshop it might matter quite a bit. Exactly what objects fly up each round is at the referee’s discretion, but it is recommended that they roll 1d6. On a 1-2, a small item for the environment attacks. On 3-4, a moderately sized item. On 5-6, one of the larger items in the environment attacks. Damage should likewise be determined by the referee, based on what sort of items are available. A pebble, or a coffee cup might do 1d4 damage. A shovel or fist sized stone might deal 1d6. A cooking cauldron or head-sized stone might do 1d8. And so on. The spell lasts for 2 rounds per level of the spellcaster. ED: d6
  87. By pointing this wand at a creature which is not usually capable of speech and uttering the command phrase “Stop mumbling! In [language of choice], please!” the wand wielder grants that creature the ability to speak. This is permanent, and the creature will be able to talk forever after. This does not necessarily mean it will be positively disposed towards the caster, but they may attempt to parley with it as they would with any other creature. ED: d12
  88. When used on a sleeping target, the caster may concoct whatever dreams they desire for that target. In a world of magic and mysticism, many folk take their dreams as serious messages from the beyond, and these will influence their future decisions in ways determined by the referee. Of course, a crafty magician may be able to offer their services as a “dream interpreter” to ensure the intended interpretation. ED: 12
  89. The wand wielder may summon a floating sphere of flesh and bone. The sphere will wait for the caster to designate a target, after which the sphere will move to float near the target. Always careful to stay out of the way, but ready to leap forward if needed. If the target would take damage, the sphere will leap forward, and has a 4-in-6 chance of being able to intercept the hit. Note that in the case of spells which effect a large area, the sphere cannot protect its charge, and will take half or full damage along with their charge, according to their charge’s saving throw. The sphere has 6 hit points per level of the wand wielder. ED: d6
  90. The target of this wand must save versus Devices, or be struck with irrepressible diarrhea. This slows their movement by half, and they can only make attack rolls every other round. Obviously, this makes social situations difficult for the target. ED: d8
  91. By activating this wand, the caster can produce a Summon spell, as presented in the LotFP Rules & Magic book on pages 134-143. You can also use Ramanan Sivaranjan‘s handy Summon Spell Automator. Regardless of method, determine the number of hit dice for the creature by rolling 1d20. When wielding this wand, there is now way for the creature to resist being summoned, and there is no way for the caster to dominate the summoned creature. Further, the caster may cause the summoning to take place anywhere within their line of sight. ED: d2
  92. Sticky goo flies from the tip of the penis wand. The goo covers an area 5’x5’x5′ in size, with an additional 5′ on each dimension for every level of the caster after the first. Creatures trapped within this space are entangled, and cannot move until they manage to break free. This requires 2d4 rounds for human sized creatures, while larger creatures or humans with 18 strength can break free in only 1d4 rounds. Small creatures cannot break free. ED: d8
  93. The target of this wand does not need to breathe, eat, or sleep for the entirety of the spell’s duration. If the wand wielder is above level 6, the target further can survive at any amount of pressure, or lack thereof, and suffers no penalty from heat or cold so long as it is not extreme enough to deal immediate round-by-round damage. If the wand wielder is above level 12, the target similarly becomes immune to falling damage, poisons, and diseases for the spell’s duration. The spell lasts for 1 hour per caster level. ED: d12
  94. The target of this wand is entitled to a save versus Devices. On a failure, their blood has been excited with the desire to leave their body. This desire lasts for 2 rounds per level of the caster. Each wound the target has which would draw blood (such as damage from a bladed or piercing weapon) suddenly becomes a geyser of blood, shooting out with enough force that it only splatters against the ground some 10′ away. Each such geyser causes 1 damage to the target per round. If they die while in this state, their body will be completely drained of blood. ED: d6
  95. For every two levels the wand wielder has, they may make one target invisible for one hour (plus an additional hour after level 3, with new hours every 3rd level). While invisible, characters still produce noise and have physical dimension, and their invisibility will be dispelled automatically if they attack. After level 7, attacking does not automatically dispel invisibility, but instead causes the remaining time of the spell to be reduced by 1d4 turns. ED: d6
  96. The magic user holds the attention of 10 people per level. The magic user must be doing something, such as dancing, singing, or reading the phone book. The spell will not affect people’s opinion of what the magic user is doing, it merely affects their decision to continue looking at it, instead of moving on with their day. Note that this wand’s effect will not hold anyone’s attention if there is obviously something more interesting to pay attention to. An explosion, or a call to arms will break the enchantment. (Although if the wand Wielder is level 8 or higher, they may attempt a save versus Magic. On success, they manage to hold the crowd’s attention). ED: d8
  97. Whomever the wand is used upon may speak and understand every language. Alternatively, the wielder may attempt to use the wand offensively by preventing someone from speaking or understanding a specific language that they already do speak. In this latter case, the target is entitled to a save versus Devices. ED: d12
  98. When cast upon the ground, this spell creates a temporary lodging for the caster. At first it is a simple hut with a door that closes and locks. At level 3 the hut gets slightly larger, and gains some furnishings: a few beds, a table, a lamp. At level 6 the spell summons a fully furnished, 4 room house. At level 9, the house is now 2 stories tall, with 12 rooms. At level 12, the same house comes with a tireless servant who will attend those staying there. The house may continue to become more interesting and grand as the caster gains in levels. ED: d12
  99. A humanoid target must save versus poison, or die. If the wand wielder is above level 3, the round following the target’s death they will tear off all of their skin, and rise as a 1hd skeleton with a 1d6 claw attack in the wand wielder’s service. If the wand wielder is above level 6, the skeletons have 2 hit dice and 2 claw attacks. If the wand wielder is above level 9, the skeletons have 3 hit dice. ED: 1d4
  100. Some creature of greater significance has taken notice of the wizard’s dangled vitality, and has decided to indulge themselves in a peasant’s treat. They take the wizard’s bait outright, and those hit points are permanently lost to the wizard. Their wand gains no function, but by way of payment this greater entity was generous enough to toss a mote of power to the Wizard. What amounted to a few copper pieces to this entity overwhelms the wizard with its power, and they must immediately expel that power by using it to make a Wish.

And there you have it, the second longest post I’ve ever written for Papers & Pencils. (With the longest scheduled in a few weeks time). If you found this post useful, or if you just enjoyed reading it, I’d encourage you to check out my Patreon Campaign. Your support will help me to spend more of my time writing posts like this one. Thank you.

Weird Cleric Magic: Oddities

The Glory from God system as established before now stands perfectly well on its own. If the stuff that already exists is all you want to play with, that works great. But, if you’d like the magic to be a little more chaotic, you can play with these casting oddities, which add an element of risk and reward to players considering rolling more dice than they need to in order to cast a spell.

When dice are rolled to cast a spell, if any of those dice share the same face, the player must roll on the oddities table. Which number is showing doubles determines which of the tables below the player must roll on. Each set of doubles must be resolved, so if a player rolls 4 dice, and they roll two 3s and two 4s, then they must roll on both of those tables.

In the event that the player rolls triples, treat that as rolling two sets of doubles of the same number. So if a player rolls three 1s, they must roll on the 1s oddities table twice. They must likewise roll three times for quads, four times for a quintet, and so on.

There are essentially three types of oddities. Good things, bad things, and things which may be good, bad, or irrelevant depending on the specific situation in which they occur. The subtables for lower numbered doubles are weighted more in favor of bad things, and the subtables for higher numbered doubles are weighted in favor of good things.

It should be noted that the success or failure of a spell is determined before any dice are rolled on the oddities table. Nothing that happens on the oddities table can change the fact that the spell did or did not succeed. (Though it can lower or improve the spell’s efficacy if the spell did succeed).

Snake Eyes (Double 1s)

  1. You have made a deeply offensive error in your casting. Your god curses you. Roll a random curse.
  2. Your interference in this matter has come to the attention of a rival god. Your deity and this one are now struggling for influence over this place, and clerical magic from either one of them will be blocked until the contest is resolved. (1-in-6 chance each round. 50/50 chance whose god will win.)
  3. Though it may not be immediately apparent to the caster, their religious superior (currently deep in prayer) has been told by god that the cleric is a disappointment. In the coming weeks they will be called before this superior, and it will be demanded that some failing in their character be corrected.
  4. The caster briefly experiences a nirvana-like state in which they cease to exist. To others, it appears that they simply disappear. They reapper 1d4 rounds later, with no memory of what they experienced, save for a vague sense that they ultimately proved unworthy of some great gift.
  5. The caster’s appearance changes slightly, and permanently. Their nose gets a little wider, their hair changes color. They grow taller or shorter, thinner or fatter. In rare cases they may even change gender entirely. The specific alteration is decided on by the referee.
  6. A special zeal was noticed in your casting. The spell goes off as normal, and is 50% more effective than it ought to be.

Double 2s

  1. Your faith is shaken. Treat this spell as though it were one level higher for the purposes of determining which spell dice are lost.
  2. The caster realizes they have made an error, and must seek penance. (1. They must go without food for a week, suffering any penalties that entails. 2. They must self-flaggelate, dealing 1d3 damage, each morning for a week. 3. They must publicly announce their sin to their companions. All of their hirelings have their loyalty reduced by one. 4. They must spend one entire haven turn in prayer, undertaking no other activity. )
  3. The caster has been deceived! The prayer they just uttered was taught them by a demon, and is deeply offensive to god. They may not attempt to cast this spell again until they’ve spent a week in prayer learning the proper version of it.
  4. Everyone in a 30′ radius feels their hands twitch and spasm, and they drop anything they’re holding.
  5. All animals within 100′ of the caster stop whatever they’re doing and kneel down in reverence to the god whose presence they are in. They will accept no commands until a turn has passed.
  6. A nearby NPC who is neutrally or better disposed towards you is inspired by your faith. Your reaction with them increases by 1, and they want to learn about your god.

Double 3s

  1. The white hot fire of your god exceeds your own zeal. Your holy symbol becomes too hot to touch. You must either drop the holy symbol (and cannot cast until you recover it) or take 1d4 damage.
  2. The vulgar nature of your god has disgusted some NPC. Their reaction to you is lowered by one.
  3. A nearby source of water becomes holy water.
  4. Nearby plants flourish and grow into their most vibrant selves, or wither and die, whichever is more appropriate to indicate your god’s presence.
  5. Your god grants you a moment of foresight. You’re meant to step slightly to one side. Next round you have +2 AC, and if you are hit, the damage taken is halved.
  6. Guided by the wisdom of a saint, a random skill is raised to 6-in-6 until it is next used.

Double 4s

  1. You are struck blind for 1d6 turns.
  2. The caster begins speaking in tongues. They babble nonsense that occasionally brushes with religious themes at the top of their voice for the next hour, and cannot say anything else. This doesn’t prevent them from casting spells.
  3. Everything the caster says echoes loudly, as if they are speaking with a dozen voices at once. This lasts for 1d4 hours. During this time they are incapable of whispering.
  4. The cleric’s body appears to catch fire, but no harm is done to them. The fire is not hot and does not burn anything, but provides light equivalent to a large bonfire. The fire slowly dwindles to nothing over the course of 1 exploration turn.
  5. If the spell cast was beneficial, the wearer gains the mark of the god. Anyone who loves the cleric’s god will do that person favors for 1 month. Conversely, if the spell was harmful, the target gains the mark of the god inverted. Anyone who loves the god will shun this person, and pelt them with stones, for 1 month.
  6. A soft veil of light descends over the cleric’s allies. They all get a +1 benefit to whatever their next roll is.

Double 5s

  1. The power of the spell knocks you off of your feet and you land flat on your back.
  2. The target of a beneficial spell becomes notably more attractive. The target of a harmful spell becomes notably less attractive.
  3. The earth shakes with the casting of the spell, felt by people up to a mile away.
  4. Along with the spell, a bolt of lightning strikes down from the sky dealing 1d6 damage to whomever the caster wants. They are branded with some appropriate passage from the god’s holy words.
  5. The cleric is affected by the serenity of being so close to their god. Their next reaction roll gets a +1 bonus.
  6. Your faith is strengthened. Return a lost die to your pool, or add an extra one for the day if one has not yet been expended.

Boxcars (Double 6s)

  1. A lack of zeal has been noticed in your casting. The spell works as intended, but is only half as effective as it ought to be.
  2. All damage taken and dealt by anyone this round is halved.
  3. A flash of insight allows the cleric to ask the referee one yes-or-no question, and receive an honest answer. This must be done immediately, and cannot be saved for later.
  4. An angel of god comes down and participates in the combat for a single round. They’re astonishingly effective. No one sees it except the cleric, everyone else is just a little baffled as to why something completely unexpected just happened.
  5. The spell is considered one level lower for the purpose of determining which dice are removed from the dice pool.
  6. The spell goes off twice, affecting the intended target, as well as a second target indicated by the caster.

And that concludes my foray into tinkering with Clerical magic. At least until I’m able to test the system a bit, or have some new idea. I hope you enjoyed it! Next week, I’ll be presenting you with a piece I am immensely proud of: Better Magic Wands + d100 Magic Wands. This is easily one of the best things I’ve written in the last couple months, and I cannot wait to share it. If you’re interested, it’s already available on my advance feed for anyone who pledges $5/month to my Patreon campaign. Hint hint.

Trying out Glory from God: The Past Gods

Note:This post is presented to you by the generous people who support my Patreon campaign. Normally I only update once a week, but thanks to your pledges, I’ll now be able to throw in one extra update each month. If my pledges keep going higher, I’ll eventually be able to move to a full two-posts-per-week schedule! So if that’s something you’d like to see, check out my PatreonWe now return to your regularly scheduled bonus P&P article:

The goal is to make cleric magic weirder. To create a better counterpart to the Magic Words system used by Magic Users in my games.

So far we’ve established the broad stokes of how the system is going to work, and how spells will be created. We’ve also created a kind a template for how gods can be presented in a useful, gameable way, as well as a fun table of oddities to make casting a little less predictable. Now we need to work up some examples to turn all of that theory into a reality. I’ll probably write two or three of these so I can really start to get a sense of where the system’s strengths and weaknesses are.

I’m going to be playtesting this system in my ORWA campaign, where I have one cleric who is playing a techno priest.  (Unfortunately, this player had real life obligations, and had to leave the game after only three sessions. But I wrote all of this before that happened, sooo….) Given that, it only makes sense to write up The Past Gods, who are worshiped by that sect. They’re not a very traditional deity, given that they’re sort of a pantheon of nameless entities that are worshiped as a single deific force. But if the system can’t handle weird, then it’s not a very good system.

The Past Gods

Domains

  • Technology
  • Engineering
  • Lost Knowledge

Mythology

The past gods were the normal men and women of an advanced age now past. They gave us all of the many technological wonders humanity once enjoyed, and which humanity lost when it descended into a sinful, ignorant subrace. The past gods still hope that we can return from our fall, and so they bless us with samples of the technological wonders that will await us if we follow them.

Laws / Taboos:

  • Technology should be acquired and preserved. Even broken technology is sacred. In other circumstances, property should be respected. However, all technology belongs to The Past Gods, and so taking it in their name is not theft.
  • Technology should be understood through The Technology Support Rituals. To try and understand technology on one’s own merit is to presume equality with the humans of old, and this is an insult to The Past Gods. (This is a stricture of the church, and not one imposed by the gods themselves.)

Spells (All 1st level)
For the purposes of all spells here, “Technology” refers only to devices which are now beyond common human understanding in the setting. So a flashlight, a gun, or a cellphone would be considered technology, but a spade or a crossbow would not.

Abjuration (1 round casting time)

“And the biting current was altered, and brought to rest in the right place.”

The next time the targeted character would suffer electrical damage, that damage is grounded and does them no harm. The effect lasts for 2 exploration turns per caster level, or until it has been expended.

“For mechanisms work only by the will of the Past Gods, and not against their servants.”

The target becomes completely incapable of activating mechanical devices, either intentionally or not. This includes tripwires and pressure plates which might cause a trap to be sprung on them. Similarly they cannot open a lock or fire a gun, as these are also mechanisms. The effect lasts for 2 combat rounds per caster level.

Command (1 round casting time)

“Cease your function, blessed tool. You are in the hands of the enemy.”

An indicated piece of technology within 30′ of the caster ceases to function. It cannot be repaired for 2 exploration turns per caster level.

“The hooting screech, guardian of the net’s bounty.”

To cast this spell the caster opens their mouth, and from their body comes an inhuman sound. A series of high pitched screeches, mixed simultaneously with beeps and white noise. The sound is so cacophonous that nothing requiring sound can function within a 30′ radius of the caster. No speech, nor any spell casting either. This effect also blocks any special effects that use sound to function, such as Hideous Laughter. The spell lasts for up to 1 round per caster level, though the caster must maintain the spell with their full attention if they wish for it to last longer than a single round, and thus cannot take further actions.

Blessing (1 exploration turn casting time)

“For the sinful man, answers remain always elusive.”

This curse prevents the target from discovering some specific piece of information by any means. Even if it is directly told to them, it will fall immediately out of their heads like the name of the 99th person you’re introduced to at a party. Even if they try to exert all of their effort to paying attention when they are told this information, they simply cannot learn it.

The spell is cast on some written example of the forbidden information. The first person to read the ensorcled text will become the spell’s target, and they will remain subject to it until Remove Curse is cast.

“She did rise, as though held aloft by a rotor of blades.”

With the cacophonous sound of helicopter blades, the target of the spell rises into the air. There are no physical rotors, merely the sound of them. The beneficiary of the spell can travel in any direction at a rate of 30′ per round, up to 100′ in the air. The effect lasts for 2 exploration turns per caster level.

Divination (1 exploration turn casting time)

“You will know them by their form and by their function, for they are blessed.”

So long as the caster does not move from their spot, they gain a sort of technology-detecting vision. They may turn round if they wish, but cannot take any steps away from where they are when the spell is cast. Any technology that falls within their field of view will glow a slight shade of red. The caster is also able to determine the function and condition of the technology from the shade and vibration of this red aura. This doesn’t aide so much in diagnosing what needs to be repaired about a broken piece, but does allow for quick determination of what is working and what is not.

“Of my companion I did ask: call my phone, so that its location shall be revealed unto me.”

When cast, the caster identifies a piece of technology. It must be a general type, rather than a specific item. “An xPhone Universe 6SS” is an acceptable identification. “My cell phone,” is not.

The caster then knows the precise location of the closest instance of the described device. So long as the caster does not move a muscle, they can track any movement of the device. Once the caster moves, the effect ends.

Prayer (1 watch casting time)

“Though beset by magnets, the machine did boot.”

The cleric can order any broken machine to work for 1 turn per caster level. The caster does not control the machine, nor does the machine necessarily have access to its full range of functions that might require additional working bits. (Guns may be forced to work, but they will not produce bullets. Computers may be forced to boot, but they will not necessarily be able to display the data you wanted.)

“That which transpires here must stay here for all time”

The cleric consecrates an area of a 30′ radius, which lasts for 1 day per caster level. Everything that transpires within this space will be forgotten by those within it when they leave. Even the caster will have no recollection of what they said or did while within the consecrated space.

Ritual (1 haven turn casting time)

“From the gods’ mind, creatures were given life who held no form.”

This ritual requires that the caster have access to a computational device, such as a computer, or cell phone. It also requires 300 credits of computational resources.

When the spell is complete, the caster will have created an artificial intelligence. This new AI is an NPC like any other, with its own will, personality, and traits. It is able to move throughout computer systems with greater flexibility and understanding than even the most adept human user could achieve.

In thanks for giving birth to it, the AI will perform any 3 tasks the cleric asks of it without question. After this, it considers its debt to be paid, and will not accept commands from the cleric any longer. However, unless it has been made to act contrary to its personality, the AI will remain friendly with the caster, and may be willing to provide favors or services like any other friendly NPC would.

“Man and machine became one when man first came to rely upon shelter and fire. We now take one further step on that most ancient of paths.”

This ritual requires the cleric to have access to a piece of technology that currently works, as well as a willing subject. The cleric can perform the ritual on themselves if they wish.

The working technology is merged into the character’s body in whatever way the caster describes. The device now draws energy directly from the person’s body, and no longer requires batteries or any other power source. Further, the subject is now able to use the technology via thought. Depending on where the technology is placed, its function may be limited as logic would dictate.

If the merged technology is a gun, ammunition is still required as normal.

Weird Cleric Magic: Gods

In exploring the Glory from God system, we’ve outlined spellcasting, and discussed spell creation. Now we’ve got to talk about the stars of the show: the gods themselves. Since their individual flavor is so important to spell creation, we need an effective means of creating, recording, and communicating that flavor. We need a divine character sheet.

What we don’t need is any numbers. Whether or not the god is killable is immaterial*. The only purpose we’re concerned with here is preparing a creative aide for divine spell creation. If the referee is making a 1st level abjuration spell, what form will that spell take? Will the god bestow their protection by raising a wall of earth? Or will they temporarily turn the target incorporeal? Or will they place a shimmering shield of light that deflects attacks? These three spells could have dramatically different impacts on the game. So how do we decide which one to use?

I’m going to provide tables in this post, because it feels like a meatier contribution, and I like writing tables. But they’re just here if you need them. If you’d rather come up with this shit on your own, more power to you. It’s probably what I would do.

*Though, in point of fact, killable gods are awesome. I’m fully in support of the idea that most gods are terrestrial creatures. Perhaps they are beyond any means of death we understand, that’s part of what makes them divine. But there is some way to end their existence.

Domains

Domains are the most simplistic abstraction of a god. They are a single idea, often expressed with a single word, which indicate the god’s sphere of influence. When we say that Ares was the god of War, or that Eros was the god of Sex, we are referring to these god’s domains.

Each god should have between 1 and 3 domains. This is not a hard limit, and gods may have as many or as few domains as you wish. But, too many domains can create an unfocused divinity. If the goal here is to gain a strong sense of the god’s style, then it’s best to keep the list short.

If you want to keep the system light, domains could be the only thing on a divine character sheet. It provides plenty of information on its own, and you’d probably be able to use it to generate spells without too much difficulty.

d20 Domains (Even)

  1. Life
  2. Death
  3. Knowledge
  4. War
  5. Wisdom
  6. Love
  7. Trickery
  8. Lies
  9. Pain
  10. Light
  11. Darkness
  12. Stone
  13. Agriculture
  14. Winter
  15. Summer
  16. Sex
  17. Leadership
  18. Wealth
  19. Forgiveness
  20. Vengeance

D20 Domains (Odd)

  1. Nature
  2. Civilization
  3. Craftspeople
  4. Fear
  5. Snakes
  6. Bears
  7. Birds
  8. Sailors
  9. Fire
  10. Earth
  11. Wind
  12. Water
  13. Mathematics
  14. Strength
  15. Competition
  16. Law
  17. Chaos
  18. Neutrality
  19. Armageddon
  20. Revelry

Mythology

If you’re interested in adding a little more texture to your god than a sampling of individual words can offer, myths are a good second step. A myth is the god’s own story. It doesn’t need to be a fleshed out narrative–in fact if it is, I’d say you’re probably over-thinking things. Each myth should be a single sentence, maybe two.

There are three kinds of myths: Myths of Birth detail how the god came to exist. Myths of Events tell a short story that takes place in the past. Something which the god did, or something which happened to the god. Myths of Occupation refer to an ongoing phenomenon which the deity claims responsibility for.

No doubt a hundred deities claim responsibility for pulling the sun across the sky each day, this need not be a problem. Each could be a single aspect of the same deity. Perhaps all of the deities are lying, simply making grandiose claims to followers who don’t know any better. Or, it could be human error! 1,000 years ago some high priest of Yubbles the Sky Bear got into an argument with a cleric of Zandar the Memeist about whose god was better. Both of them started making shit up, and the gods aren’t petty enough to bother with correcting their misled followers.

Myths of Birth

  1. The god was born of a deity and (1. Another Deity, 2. A Mortal, 3. An Animal, 4. A Mythical Creature, 5. A Natural Object, 6. A Crafted Object.)
  2. The god was once mortal, and earned their divinity.
  3. The god emerged fully formed from (1. A Mountain/The Earth, 2. The Sea, 3. A Great Fire, 4. Another God, 5. The Sky, 6. A Tree)
  4. The god was created by another god by some means other than standard reproduction. Perhaps in a forge, or by weaving, or glass blowing, or pooping.
  5. The god emerged in response to some phenomena, such as the fury of a battle, or the fear of a refugee people.
  6. The god has always existed. There is nothing before them.

Myths of Events

  1. The god played some role in creating humans, or helping them advance.
  2. The god created some well known animal or monster.
  3. The god created some well known object with an unknown origin.
  4. The god was betrayed by a friend or servant.
  5. The god fought a great battle, and won, lost, or reached a stalemate.
  6. The god is the first to invent some artistic medium.
  7. The god is responsible for giving some order to the universe which did not previously exist -or- for removing order which once did exist.
  8. The god founded a kingdom.
  9. The god held a great revelry.
  10. The god established some important ritual. Like lunch. Lunch is an important ritual.

Myths of Occupation

  1. The god is responsible for something that happens constantly, like the passage of time, or the the air we breathe, or the flowing of water.
  2. The god is responsible for something that happens often, like the rising of the sun or moon, the coming of the tides, or the changing of the weather.
  3. The god is responsible for something that happens on a slow timescale, such as the changing of the seasons, or the movements of the heavens.
  4. The god is responsible for something that happens rarely, but unexpectedly. Like natural disasters, economic collapse, or invasion by a foreign enemy.
  5. The god is responsible for something that happens naturally, but on no fixed schedule, like birth or death, artistic inspiration, or the coming of the tax collector.
  6. The god is responsible for maintaining something that happened long ago, such as giving humans free will. Alternatively, the god is responsible for something that has not yet happened, but which will happen, such as the end of the world.

Laws, Proscriptions/Taboos

Most gods come with associated rules they expect you to follow. It’s a bummer, but hey, it’s a small price to pay for not getting smote, amirite?

I don’t imagine rules would have any particular impact on spell creation, but they would go some way towards making a god feel a little more real if they were enforced on clerics of that god. Like domains, I’d recommend between 1 and 3 to keep things simple and manageable.

The real key is to make rules which don’t affect the rest of the party. It’s better for a rule to be completely trivial than for it to become a hindrance for the party members who decided against rolling clerics.

  1. Cannot wear any knots in their clothing, including wrapping knotted rope around themselves.
  2. Must always spend some amount of money on sacrifices.
  3. Cannot initiate combat against someone who has done them no harm.
  4. Must always spend some amount of money helping the poor or improving the community.
  5. Cannot engage in any sexual relationship.
  6. Must always offer comfort to any who seek it, even those who have wronged them deeply.
  7. Cannot be seen naked by anyone.
  8. Must always defer to others in non-religious matters.
  9. Cannot speak their own god’s name.
  10. Must always remember to attribute all good things to their god.
  11. Cannot witness devotions being paid to any other god.
  12. Must always spend time praying on a frequent periodic schedule.
  13. Cannot tell a lie.
  14. Must always lie.
  15. Cannot look upon or touch a dead body.
  16. Must always perform specific funeral rites.
  17. Cannot eat any but a specific sort of food.
  18. Must always keep themselves clean, and wearing well maintained clothing.
  19. Cannot bathe.
  20. Must always announce when they fart–with neither pride nor shame.

Spells

Spells shouldn’t be recorded in advance, they are created one by one as the cleric prays for them. But these spells are not simply the gifts bestowed on a single cleric, they are the god’s repertoire of miracles. If ever another cleric chooses to worship this god and prays for a spell, there is an 80% chance they will learn a spell from the god’s already-existing repertoire. Otherwise the spell will be created as normal.

Evolution through Play

What I’d really like to emphasize about divine magic in my games is that there’s a second party involved in casting. An NPC that happens to be divine. Clerical magic isn’t like wizard magic, where the caster is manipulating the fabric of reality through the sheer power of their art. Clerical magic is done by drawing upon a personal relationship with an NPC. By petitioning that NPC for favors.

Clerics are not free agents, vaguely attached to an alignment. They have willingly subjugated themselves to a higher authority. In a sense, the cleric is a slave. A very high status slave whose master is beyond earthly concerns, but a slave none the less.

Given that, it is only natural that the god will grow and develop through play the way any other NPC does. Each time some new interesting facet of the god is discovered through play, it can be added to the character sheet, and later be drawn upon when creating new spells.

Next week, we’ll explore the divine character sheet by writing up a sample, complete with a few spells. If you enjoyed this post, consider checking out my Patreon campaign, and helping me produce more posts like it!

Glory from God: Creating Spells

In The Glory from God system, the referee takes on the role of the cleric’s god, and creates all of their spells for them. Because of the time required for prayer and meditation before a new spell is granted, only one spell per cleric will ever need to be created per game session. Creating a single new clerical spell in this timeframe should not, I think, overly strain the referee’s creative abilities. My own experience with the Magic Word system has shown that creating a new spell is generally the easiest aspect of session prep for me.

However, Glory from God lack one of the great strengths of the Magic Word system: limitations. Limitless creativity is a paralyzing curse. If your player comes to you and says “I want to create the spell Pummeling Spiders,” it’s easy to come up with some rules for how that spell works. If your player comes to you and simply says “I need a new spell,” then the sheer ocean of possibilities can cause the process to be a great deal more difficult. So we need some limitations. Not “rules,” per se, because if you ever feel like ignoring these limitations for some reason, then go for it. But we do need guidelines to light a clear path forward when a new spell is needed.

First, determine the spell’s level by rolling 1d6. Remember that even the most powerful spell can be cast by a 1st level cleric, so the spell level is not a gauge on how high level the player must be before they gain access to the spell. It is merely an estimate of how often the cleric will be able to use a spell each day, before they start losing spell dice.

If you’re making a 6th level spell, then you’re making a big blowout spell that the player will only be able to use a handful of times. If you’re making a 1st level spell, then they’ll probably be able to cast it a ton. Spells of 2nd, 3rd, 4th, and 5th level are just gradations on this scale.

When it comes to the actual content of the spell, there are two big guidelines to consider. The first is the cleric’s god; the divine entity that is ostensibly the one actually creating the spell. What is that god’s style? Their domains, their mythology, their will? The characteristics of the deity should provide the referee with a good sense of what sort of spells that god would grant to their clerics.

This begs the question: what should we know about a god before they’re ready to be used in play? The answer to that is beyond the scope of this post. Next week, I’ll go into some detail on what all we should know about a god. For now, just imagine we’re working with a god who is already familiar to you. Someone like Zues, Thor, or Vecna.

The second guideline is the magical school of the spell. There are six schools, and the referee is encouraged to determine which one they will use randomly. The schools are Abjurations, Commands, Blessings, Divinations, Prayers, and Rituals. Each school is tied to one of the four abstracted units of game time, which is how long the spell will take to cast. So only the first two types of spells could be cast while in combat, while the other four types each require a significant period of calm in order to work.

Abjuration – A Combat Round: Abjurations are protective magics, and are always cast preventatively rather than restoratively. They usually have either a very limited duration, or a very limited scope. For example, one abjuration might be used to protect the target from all damage for 1 round. Another abjuration might protect the target from a total of 1d8+1 incoming damage, and remain in effect until that damage has been taken.

Clerics cannot reverse spells of their own volition, but their god may choose to grant them a reversed abjuration. These either make a target unusually vulnerable, or remove a protection that the target would normally have. Reversed abjurations may cause a target to exude a tasty scent that attracts monsters, or may cause their saving throws to be rolled twice, with the worse result being taken.

Examples of abjuration spells from the core LotFP spell list include Invisibility to Undead, Resist Cold/Fire, and Spell Immunity.

Command – A Combat Round: Commands impose god’s will on the world. They are perhaps the most dramatic of the gifts granted to clerics, and their casting must be declared with great force and confidence. Commands do not harm directly, though their results may lead to harm.

Examples of command spells from the core LotFP spell list include Turn Undead, Heat Metal, Sticks to Snakes, Hold Person, and of course, Command.

Blessing – An Exploration Turn: While abjurations protect targets from harm, blessings grant their target new strengths. Strengths which belong to the beneficiary of the blessing for their duration, and may be used at the target’s discretion. Blessings may raise one of the target’s ability scores, grant them some expertise, or cause their blade to burn like fire.

Blessings typically last much longer than abjurations. While the latter might last only a few moments, a blessing can last hours, or even a full day, and in rare cases even longer than that.

Like abjurations, gods may opt to grant reversed blessings, often referred to as curses. Curses weaken their victims, or burden their victims with some struggle .

Examples of blessing spells from the core LotFP spell list include Enlarge, Water Walk, Protection from Evil, and obviously, Bless. An example of a curse might be Geas.

Divination – An Exploration Turn: Divinations allow characters to learn information they would otherwise not know. Some spells grant this information directly, the casting of the spell causing the answer to simply appear in the cleric’s mind. Others are more open ended, allowing the cleric to access a means of learning that they would not normally have.

Examples of divination spells from the core LotFP spell list include Detect Magic, Locate Object, Speak with Animals, Speak with Plants, and Speak with Dead.

Prayer – A Watch (4 Hours): Prayers allow tangible gifts to be requested of god. Prayers can consecrate holy ground, or raise a building from raw stone, or cause a feast to manifest itself. Prayers can also lead to events that might be regarded as exceptionally fortunate, such as running into a band of friendly soldiers out in the wilderness.

Examples of prayer spells from the core LotFP spell list include Create Food & Water, and Swarm of Locusts

Ritual – A Haven Turn (1 Month): Rituals are complex affairs, and often require more than a simple casting. There’s money to be spent on incense and animal sacrifices, sacred dances to be performed, a congregation of faithful that must be gathered. Not all rituals are so elaborate, but no ritual should be taken lightly.

While prayers may be used to magically summon something permanent and mundane (like a building), rituals produce permanent magical effects. They create clay golems to protect the faithful, or place permanent blessings over a settlement. Rituals are also the only way that most clerics will ever produce any healing effects. They might be used to advance the rate at which a group restores their hit points, or to mend broken bones, cure diseases, or remove curses.

Examples  of ritual spells from the core LotFP spell list include Cure Disease, and Remove Curse

These six spell schools are useful, but it is important not to overstate their importance. These are guides, meant to direct the referee’s creativity in a vaguely useful direction. They are not strict categories into which all spells can neatly be divided. Players need not even be aware of the schools at all, they have no bearing on a spell’s function after the spell has been written down.

A final word on spell names. As a means of making clerical spells yet more distinct from MU spells, it may be entertaining to give them more scriptural, or prayer-like names. Something that sounds as though it was memorized from a holy text. “6 Word Stories” might be a good rule of thumb. So rather than “Detect Magic,” the spell might be called “Jerome revealed their mysticism before god” The spell description looks the same, but the name of the spell has a more biblical flair.

Making Cleric Magic Weirder: Glory from God

This may be a controversial thing to say in the OSR right now, but I don’t hate clerics. I’ll happily grant that healing magic is bullshit, but I’d rather rehabilitate the class than remove it altogether.  Glory from God is an attempt to create a clerical counterpart to the Magic Words system, drawing on the Petitions of Brendan S., and the spell casting dice pools of Courtney Campbell.

The first step in accessing clerical magic is to choose a god to worship.  The god may be selected from the existing pantheon of the referee’s world, or may be created by the player.

To learn a new spell, a cleric must spend time in meditation, prayer, and study. They pour all of their energy into gaining a deeper understanding of god’s will. Only after time and sacrifice will a spell be revealed unto them. One month and 1000 money should be a sufficient amount of devotion to earn a new spell.

The player of the cleric has no role whatsoever in determining the nature of their spells. Divine spells are not created by the clerics who cast them. These spells are gifts from god, presented fully formed to the clergy which earned them. Even if the player was allowed to create their own god before play began, they cannot now exert any influence over the way that god functions. The player is like a meta-divine-watchmaker in this respect.

Clerics may attempt to cast any of the spells they know at any time. There is no need to memorize specific spells in the morning, nor is there any strict limit on how often a cleric may cast each day. Theoretically they could continue to cast indefinitely if the dice (by which I mean god) continue to favor them.

The cleric’s favor with their god is represented by a pool of six sided dice. The size of their pool is equal to 2d6, plus an additional d6 for each cleric level. So, 3d6 at first level, 4d6 at second level, and so on. Possessing powerful relics, or a richly appointed holy symbol may allow the cleric to expand their die pool slightly.

To cast a spell, the cleric rolls as many dice from their pool as they wish. The results are added together, and the total is compared to the chart below. Then, any individual dice which show a number that is less than or equal to the level of the spell being cast are removed from the die pool until the next day. Thus, casting higher level spells will exhaust a cleric’s favor more quickly. There is also a risk/reward element to choosing how many dice to roll for each spell. More dice means a greater likelihood of success, but it also creates more opportunities for dice to end up removed from the dice pool.

How God Responds to Your Petition:

1-2: God is not listening. The spell fails.
3-5: God is disinterested. The spell goes off at the end of the next round, after all parties have acted.
6-11: God acknowledges your faithful service. The spell goes off immediately
12+: God is pleased with you. The spell goes off immediately, and any variable effects are maximized.

Optionally, the referee may allow clerics to purchase consumable items such as holy water or incense to assist in their spellcasting. A single use worth of these items is encumbering. When used as part of casting a spell, these consumables allow the cleric to “fudge” one of their dice by 1. Using this method, dice may even be raised above their maximum face value. So a 6 rolled on a d6 may become a 7, allowing the cleric to retain that die in their pool even if a 6th level spell was cast.

That covers everything that the player need worry about directly. While the system may seem daunting, it is worth pointing out that players will only need access to 3 pieces of information at the table:

  • Their spell list. Presumably they would already have this anyway.
  • The size of their dice pool, which would be a very simple thing to record on the character sheet, or to recalculate if it is forgotten.
  • The 4-entry table for interpreting the results of a spell casting check.

If this is all that interests you, then this is all you need. Referees can use any means they prefer to create their spells, giving clerics whatever flavor suits their campaign world the best. For my own purposes, though, I would like to see cleric magic relegated to a very specific niche, distinct from the magic user. A niche without any healing in it whatsoever.

I’ll detail more thoughts on clerical spell creation in my next post.

Magic Words in Practice: One Year of Magic Words in ORWA

From inception, my ORWA campaign has used the Magic Words system. The game only has one magic user in it, but that M.U., named Ronnina, and played by my brother Ronnie, has been around since the very first session on January 6th 2016. Ronnie has been one of the game’s most consistent players, being present for nearly all 40 sessions of the game to date. That means I have something I don’t often get to share: practical data about the functionality of one of my game systems.

In the past year, Ronnina has gathered the following words: Cold, Fist, Blood, Imbue, Animate, Web, Magic, Dog, Balance, Star, Feather, Fairy, Missile, Cone, Pain, Hate, Corpse, Glare, Rock, Sleep, Cloak, Cling, Fall, Fire, Portal, & Hold.

With these, she has created the following 13 spells. Each of these spells has gone through some revision over time, as edge cases arise, and rulings are needed. Some have been buffed a bit here, others have been nerfed a bit there. A certain level of imprecision, and a constant need for fine tuning, are at the heart of Magic Words.\

Fire Portal

Opens a portal in any surface which releases a gout of flame from some unseen place. The flame covers a 10’x10’x10’ space, and deals 1d6 damage, +1d6 for every 3 levels of the caster. The portal must be cast on a surface, and is one-way, nothing can travel from our side to the fire side. For each caster level, the distance the fire reaches from the portal increases by 10′. This does not increase the size of the portal, merely the how far the fire can travel from the portal.

If a space is not large enough to contain the full force of a fire portal, it will, the flames will follow the path of least resistance.

Alternatively, the spell may be cast to grant the caster the ability to conjure five smaller portals over the course of a 12 hour period. These smaller portals deal no damage, but are sufficient to light a candle, or burn a rope.

Failure:

1. The portal sucks all fire from the room.
2. Fire blasts from the caster’s nostrils, dealing no damage but being very painful.
3. The surface the portal is cast on catches on fire and is destroyed, even if that would not normally be possible.
4. The caster goes temporarily deaf for 1d4 hours.

Star Fire 

A touch range spell which buffs one willing target for 24 hours. While the spell is active, any time the character successfully improves an NPC’s reaction, they gain one point per level of the caster. These points may either be spent to recover a lost hit point, or to add a +1 to any die roll. Points may be spent individually or in groups, at the discretion of the spell’s target. If used to improve a roll, the use of points must be declared before the roll is made.For the purposes of this spell, “Improving an NPC’s reaction,” refers specifically to raising the results of an initial reaction roll (2-12). This is commonly accomplished with the converse, Perform, Grovel, Honor, and Threaten social actions.

Failure:

1.The target’s skin glows orange, but they gain no other benefit.
2. The target grows massive breasts for 24 hours.
3. The spell works as normal, but any time a reaction is lowered the target takes 1d6 damage.
4. The caster becomes face-blind for a week, and cannot recognize anyone.

Hold Fire 

The caster’s hands gain the ability to pick up and hold fire for 1 turn per caster level. Doing this requires a pre-existing source for the fire, but does not extinguish or diminish that source. Once held, the fire can either be thrown (range of 10′) or used  as part of an unarmed melee attack. In either event the fire deals 1d4 damage per two caster levels. If the damage rolls in the upper 50% of its range, then the target has caught fire and takes another 1d4 damage per caster level the next round. This continues so long as the damage rolls in the upper half of its range. Failure: 1. The caster believes the spell worked correctly, and is compelled to place their un-protected hand into the first fire they encounter.

2. The caster makes themselves particularly vulnerable to fire, and will take +50% damage from it.
3. The caster’s hand muscles lock up into a fist shape, and the hand is entirely useless for anything but punching for the next 1d6 turns.
4. The caster becomes transfixed by fire. If they see one, they must stare at it until someone yells at them. Minimum one full combat round.

Magic Missile 

A missile of magical energy shoots forth from the caster’s fingertip and strikes a target within 60′ + 10′ per level, dealing 1d4 damage. The missile strikes unerringly, even if the target is in melee combat or has cover/concealment. Specific parts of a creature cannot be singled out. The caster is able to produce a number of missiles equal to their level. The full force of this barrage may be directed at a single target, or divided between multiple targets, as the caster desires. Missiles must be assigned to targets before any damage is rolled.Each of Ronnina’s magic missiles look like tiny cartoon, jet-propelled missiles.

Failure:
1. The spell functions normally, but each missile is assigned randomly to a non-caster in the area.
2. The spell works as the caster intended, but only a single missile is produced, which deals 1d4 -1 damage.
3. A number of small glass pellets fly out of the caster’s fingers, plonking against their targets but dealing no damage.
4. A bouquet of flowers appears in the caster’s hand.

Animate Blood 

A volume of blood is animated into an ooze like creature. The creature has one hit die, plus one additional hit die for every 3 caster levels, (3, 6, 9, etc). The ooze moves slowly, at only 90′ (30′), but is immune to piercing or slashing damage. (Bludgeoning damage, however, can be very effective at scattering the blood, and works normally). If not destroyed, the creature lasts for 1 hour per level of the caster. 

The blood ooze attacks by exciting the blood within the victim, causing it to rush and clot irregularly. This deals 1d4 damage if the creature has 1 hit die, increasing up the dice chain each time the hit die increases. (1d6 at 2 HD, 1d8 at 3 HD, etc). 

If cast on the living blood within a person’s body, that person is entitled to a Save versus Magic. On success, the casting failed, and no ooze is created. On failure, the ooze begins to run rampant within the victim’s body. They immediately take damage of a die type appropriate for the ooze’s hit dice. On each successive round, the victim may again attempt the save. If they fail again, they must again take damage. On their first successful save they will vomit up the blood ooze. Both victim and ooze will require a round to compose themselves before they can act normally. If the victim dies before a successful save is made, then the ooze exits of its own volition, and can act immediately)

Failure:

1. The caster mistakenly animates their own blood.
2. The spell instead animates the target’s snot. If there is no target, reroll.
3. Everyone within 60′ of the caster must save versus Magic or be afflicted by a bloody nose which takes friggin’ forever to stop.
4. The caster sets fire to the hem of their robes (or dress, or pants, or other lower body covering).

Animate Cloak 

Causes a cloak (or cape) to become animate, moving and acting according to the caster’s verbal commands. The cloak moves by levitating, but cannot move in any way that would be impossible for it to move if it was attached to someone with arms and legs. It cannot fly, leap over melee, or squeeze itself through small spaces. 

If the caster wishes, the animated cloak may attempt to visually emulate a moving human figure. As it has no limbs of its own, it can only really be effective if the target of the deception is at some disadvantage. This is used to best effect if it is dark, or if the cloak is at a great distance from the one being tricked.The cloak rolls stealth to succeed in this deception. The chance starts at 1-in-6, and improves by 1 at every 3rd caster level, and for each significant detriment to the target’s perceptions. 

The cloak may also attempt to entangle the caster’s foes in combat, preventing them from taking any action. To do this, it grapples as a fighter of the caster’s level, but deals no damage. The target of the grapple must be appropriately sized. Any creature too large to wear the cloak, cannot be effectively grappled by it. Animated cloaks have have 2 hit points per level of the caster, and last for 1 hour per level of the caster. 

Failure:

1. The cloak attempts to grapple its own caster until it is destroyed.
2. The cloak becomes intelligent. It’s animation becomes permanent, and it leaves.
3. The spell functions properly, but is cast as though the caster were first level.
4. The spell cast is actually “Self-cleaning and folding cloak.”

Spectral Dog 

Summons 1 dog per level, for a total of 2 hours per level. The dogs are translucent creatures of light and smoke, but solid to the touch. They look, feel, and act just like normal dogs, but have no scent. They will obey simple commands from the caster, but are not well trained enough to do anything fancy. “Sit,” “Heel,” “Fetch,” and “Sic ’em” are pretty much the extent of their abilities. 

Each dog has an armor rating of 12, 1 hit point, and a +0 to their attack rolls. Each dog starts out dealing 1d3 damage with their bite. At level 5, this increases to 1d6. At level 10, it increases again to 1d8, but does not increase any further than that.The dogs may act for the first time on the round following the one in which they were summoned.

Failure:

1. The dogs are summoned normally, but are not “reasonably well trained” at all. They do not understand any commands, and will pursue only their own instincts and immediate needs.
2. A single real dog is summoned.
3. All the spectral dogs have the aspect of pugs. They are completely useless at any task, but will do their best to obey as normal.
4. The caster turns into a Labrador for the normal duration of the spell.

Hold Portal 

Magically holds a passage either open, or closed, as the caster wills. It can effect a door, gate, window, or shutter of wood, metal, or stone. The magic affects the portal just as if it were securely closed and normally locked. Hold Portal lasts for 1d6 turns per caster level.

Failure:

1. Holds the portal the opposite way that it the caster intended: open if you wanted it held closed, closed if you wanted it held open.
2. The effect lasts only 1d4 rounds.
3. Instead of effecting the intended portal, the spell effects the caster’s own mouth for the same length of time.
4. Instead of effecting the portal, you affect the mouths of 2d6 creatures, randomly determined.

Cling to Rock 

The person or object the spell is cast on will be stuck to the next stone or concrete their body comes in contact with. There are two versions of this spell: one which allows movement, and can be used to climb sheer stone walls without effort. The second does not allow movement, trapping the target against a body of stone. They are entitled to a save versus Magic to resist the effect. The spell lasts for 3 turns per caster level.

Failure:

1. Which version of the spell the caster intended to conjure is reversed.
2. The caster must save versus Magic or contract some form of lycanthropy.
3. The spell cast is, instead, “Summon,” as written in the LotFP Rules & magic book.
4. The target of the spell transforms into a pebble for the duration of the spell. They are entitled to a save versus Magic to resist.

Cone of Cold 

A cone shaped area extends from the caster’s hand, 5′ in length per level of the caster. Heat is suddenly drained out of this area, dealing 1d4 +1 damage per caster level to any living creatures within. Targets may save versus Breath for half damage.

Failure:

1. The cone deals damage equal to the caster’s level, rather than 1d4 + 1 per level.
2. The cone extends backwards from the caster’s hand, striking them, and anyone behind them within the cone’s area.
3. The caster’s hand freezes solid, and must be carefully warmed up again in order to free it. It takes 2 hours of dedicated effort to get the hand free.
4. A randomly determined target within the area of the cone must save versus Magic. On a failure, all heat is drained entirely from their body. Their internal temperature is reduced so dramatically that they are vaporized, becoming a chilling gas which deals 2d4 damage to everyone within 20′ of themselves.

Hold Missiles 

The caster raises their hand. So long as they keep their hand up and take no further actions, they generate an invisible sphere with a radius of anywhere from 5′ to 15′, at the caster’s preference. Missiles entering this sphere are halted in mid air, and will remain suspended there until the caster stops channeling the spell, after which they will fall to the ground. 

The sphere is able to stop 1 missile per round, per caster level. (Thus it may not be fully effective against automated weapons until the caster reaches higher levels). If the caster is level 5 or higher, they can make a half move action while channeling this spell. If they are level 10 or higher, they can make a full move action while channeling this spell. 

Failure:

1. Missiles entering the sphere are accelerated, and deal +1 damage.
2. The sphere functions normally, but also prevents missiles from EXITING the sphere.
3. The sphere functions normally, but is opaque instead of invisible. No one can see in, or out.
4. The sphere functions normally, but the radius expands by 15′ each round, eventually becoming so large that the ones firing the missiles are inside of it, and thus immune to having their missiles stopped by it.

Hold Magic 

After this spell is cast, the next spell cast by the Magic user will not go off as normal. Instead, the spell will hold in suspended animation at the first picosecond of its existence. It will remain in this state until the caster activates it with a mental command (or for 1 hour per caster level, after which the spell rots away into nothingness). When activated by the caster’s mental command, the spell comes to life, and occurs from the same spot it was originally cast from. Activating a spell which has already been cast is a free action. 

If the Magic user is level 4 or higher, Hold Magic may be cast as a free action. Thus, only the casting time of the spell that is being held is required. If the magic user is level 8 or higher, the held spell may be “carried” with the magic user. Thus a Magic Missile could be cast, held, and then carried around with the magic user, ready to be activated as a free action at-will. 

At first, only one spell may be held at a time. At level 6, two spells may be held. At level 12, three spells may be held. Each held spell requires an additional casting of Hold Magic.

Failure:

1. The spell the caster intends to hold is simply destroyed.
2. The next spell cast is held appropriately, but when it is released, it must roll on its failure table.
3. The hair on the caster’s head immediately grows for 1 exploration turn, cascading down around their body until it reaches the floor.
4. The next spell cast is held appropriately, but its release is out of the caster’s control. Instead, it is a ticking time bomb. There is a 1 in 4 chance each exploration turn that it will go off.

Magic Glare

Magic Glare may be cast subtly without need for wild gestures or loud speech. If the caster has a reaction of at least Neutral with the target, Magic Glare can be used to shame the target out of a decision they have made. The target is entitled to a save versus Magic to resist this effect. On a failed save, the target will announce their altered decision. 

For every 4 levels, the caster may expectantly ask “AND…?” after each time the target finishes explaining their altered decision. For each “AND…?”, the target is entitled to another save versus Magic. If they again fail, they will add provisos to their new decision to make it even more pleasing to the magic user. If they succeed on the save, they’ll just say “And that’s it.” 

Failure:

1. The target will realize a spell was attempted upon them, and will have their reaction lowered by 2.
2. The target goes temporarily blank from having someone mess with their mind. They forget the last 2 minutes of their lives.
3.The caster lets out a fart that just…will…not…stop. It lasts for 1 full exploration turn.
4.The target begins to dance. They will continue dancing until anyone mentions that they are dancing, after which they will sheepishly stop.

Magic Words Don't Need No Spell Levels

Spell levels. What are those about?

I maintained spell levels in the Magic Words system because I wanted to make the system as compatible as possible with existing spell lists. If you craft a 3rd level spell with the words “Fire” and “Ball,” I want that spell to function exactly as you thought it would. The point of Magic Words was never to get rid of the classic old spells. The classic old spells are great. I just wanted to encourage more magical creativity.

Almost immediately I recognized that spell levels were going to be the most complicated part of putting the system into practice. What really is the difference between a 3rd level spell and a 4th level spell? If I were to create a new spell of middling power, and asked you to assign a level to it, would you know right away what level it should have? I would have to think about it, compare it to spells on the core spell lists, and ultimately hazard a guess as to what level it ought to be. I wouldn’t even be very confident in my guess.

And I’ve already got years of experience with the D&D magic system to contextualize what the various spell levels mean. I have no idea how a newcomer would even begin trying to assign levels to newly created spells. It’s a system that basically requires the user to already be an expert before they even attempt to use it. That’s not inherently a bad thing, not everything needs to be accessible to newcomers. But if a game system isn’t going to be accessible, then I need a good justification for it. I need to be getting some cool benefit in exchange for the assumption of expert-level knowledge.

Delineating spells by level is hardly a cool benefit.

So Magic Words doesn’t use spell levels anymore. All spells exist on an equal footing, and could be learned by even a 1st level Magic User. Some spells might be better or worse than other spells, but that’s just magic. Not every spell is created equal, but that doesn’t mean the good spells require any greater ability to cast.

Removing spell levels does introduce some new problems for the Magic Words system which we gotta tackle.

  • If every spell is available at first level, then how do we prevent a high level Magic User from having a repertoire of weak, useless spells?
  • How would this system handle really powerful spells that are totally inappropriate for a first level character to have access to?
  • If we’re not using spell levels anymore, that means we’re not using the “Spells per level” chart which tells us how many spells a magic user can cast per day. So how many spells can a magic user cast per day?

Lets tackle each of those individually. There’s a TL;DR at the end.

How do we prevent a high level MU from having a repertoire of useless spells?

Taking our cues from the LotFP Playtest booklet, we just need to include more variables in spells that are dependent on caster level. So instead of a spell dealing 1d6 damage, perhaps it deals 1d6 damage per 2 caster levels. Tons of elements in a spell can be made variable: the time it takes to cast the spell, the duration of the spell, the range of the spell, the number of targets the spell effects.

Variable elements don’t need to be limited to numbers. Take, for example, a spell which causes people to become confused and choose the targets of their attacks at random. This spell could have a note that if the caster is above level 5, then the victim of the spell has double the normal chance of attacking their allies. As another example, the traditional spell “Invisibility” might automatically become “Greater Invisibility” if the caster is beyond a certain level.

Alternatively, some spells could function based on a difference in hit dice between the caster and the target. Consider a spell which causes the target to make a save, or die of a heart attack. If the spell only works on targets “With 3 or more fewer hit dice than the caster,” then the spell grows in power as the character levels. Simply by virtue of the fact that they will encounter more targets who fall within the spell’s description.

How do we handle spells too powerful for a first level character to have access to?

In my current campaign, my players hope to get a space ship one day. When they do, they want to place a time-dilation effect over the dead earth, and fast-forward its geological development to the point where it again becomes habitable. If I wanted to include this spell in my campaign, I don’t see a good way to make it variable. I suppose I could create really slow, really small time dilation bubbles that grow in both size and rate of acceleration. But that feels like unnecessarily shoehorning a cool idea into a limited system just for the sake of consistency.

Any number of spells might feel “too big” to allow easy access: summoning Godzilla, making a Wish, creating human life in your vats. These spells can be restricted by making them rituals, and rituals have all sorts of nutty requirements. So while the spell itself can be learned by a first level MU, actually casting it requires resources beyond the meager means of any first level character.

For example, lets take my world-scale time dilation bubble. The MU in my current campaign could, if they had the appropriate words, research that spell right now. But, if they want to cast it, they’ll need 3 months of continuous casting time, 300 virgin sacrifices, and 100,000 gold pieces worth of ceremonial accoutrements. Not to mention that some good guy somewhere might take umbrage to all that virgin sacrificing, and try to stop them.

Magic in my games tends toward inherently evil, or at least amoral. Magic Users proceed at their own risk, the referee cannot be held responsible for the loss of your soul.

How many spells can a Magic User cast per day?

I was stumped on this question for awhile. My first instinct was to check Wonder & Wickedness. Brendan’s spells are levelless, and designed to be compatible with the standard game. That’s the same thing I’m trying to do here! I figured he probably came up with a good way to resolve this.

According to W&W, Magic Users can cast a number of spells per day equal to their level. If they want, they can try to cast more than that, but they risk spell failure (more colorfully referred to as catastrophes in Brendan’s words). This struck me as all wrong. That’s way too few spells per level! It smacks of what I was talking about the other day when I introduced spell failure into the Magic Words system. It makes casting feel too punishing.

At this point I figured I’d hit a dead end. Time to innovate! I came up with some functional possibilities, but none of them were elegant. I was just getting frustrated when it struck me that I should reference the rules-as-written spells-per-level table to get a baseline idea of how many overall spells an MU of each level can cast. All I would have to do is convert all of the MU’s spell slots to first level, add them up, and see how their overall number of spell slots increased at each level.

At levels 1, 2, 3, and 4, a Magic User has…a number of spell slots equal to their level.

Apparently Brendan had the same idea I did.

After level 4, the rate of spell acquisition increases at a weirdly explosive rate. At levels 5 and 6 the MU has one more spell slot than they do levels. Every level after that, the gap widens by 1. At level 7 you have 2 slots more than your level, at level 8 you have 3 slots more than your level, at level 9 you have 4 more than your level, and at level 10 you have 5 more than your level.

This seems backwards to me. The game at low levels is a much more tightly designed experience. A big concern about higher level play is that the texture of the game gets lost beneath all of the player’s growing power and wealth. Many referees struggle to keep up with it, so why would the growth of spellcasting ability accelerate at higher levels?

Apparently Brendan’s solution is not so austere as it first seemed to me. Particularly when you take into account the option to cast beyond the strict limits of your ability at the risk of spell failure. So casters could prepare a number of spells per day equal to their level, and cast them without risk of failure. If they wish they can cast unprepared spells (or recast expended spells), but doing so risks spell failure.

I realize this is nothing more than a lengthy way of saying “I’m just gonna copy Wonder & Wickedness.” I considered saving you the time of reading this, and myself the time of writing it, by saying so up front. However, given my reaction to the W&W rule, I think the thought process that led me to adopting it is valuable. I doubt I’m the only person who saw “1 spell slot per level” and thought it was too restrictive to be fun.

TL;DR: What I’m changing about Magic Words.

  • Spells no longer have any spell levels associated with them. Every spell can be learned by a 1st level Magic User.
  • The majority of spells should have elements that are variable depending on the caster’s level, so that they become more powerful as the caster levels up.
  • Some particularly powerful spells can have ritual requirements that place them beyond the ability of most low level casters to actually perform.
  • Magic Users may prepare a number of spells per day equal to their level. These spells may be cast freely, without any risk of spell failure.
  • Casters may cast spells not currently prepared, or re-cast a prepared spell that has already been expended. Doing so risks spell failure.