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.

d100 Magic Words: Body Parts & Simple Actions

Two more d100 lists of Magic Words! If you’re not familiar with what’s happening here, check out the posts in the Magic Word category, probably starting with the basic system outline.

“Body Parts” is pretty self explanatory. It’s a list of words that name parts of the bodies of living creatures. “Simple Actions” is stuff you can do with just your body, or at most very minimal tools.

If anybody else is actually using the system, by the by, I’d be fascinated to know what magic words are active in your game, and what spells your players have crafted. Email me!

d100 Body Parts

  1. Antennae
  2. Antler
  3. Appendage
  4. Appendix
  5. Arm
  6. Artery
  7. Back
  8. Beak
  9. Beard
  10. Belly
  11. Bladder
  12. Blood
  13. Bone
  14. Brain
  15. Breast
  16. Carapace
  17. Claw
  18. Cloaca
  19. Digestion
  20. Ear
  21. Egg
  22. Elbow
  23. Exoskeleton
  24. Eye
  25. Fang
  26. Fat
  27. Feather
  28. Fin
  29. Finger
  30. Fist
  31. Flesh
  32. Foot
  33. Fur
  34. Gentiles
  35. Gill
  36. Gland
  37. Hair
  38. Hand
  39. Heart
  40. Heel
  41. Hips
  42. Hoof
  43. Horn
  44. Intestine
  45. Iris
  46. Jaw
  47. Joint
  48. Knee
  49. Knuckle
  50. Leg
  51. Lips
  52. Liver
  53. Lung
  54. Mane
  55. Mouth
  56. Mucus
  57. Muscle
  58. Nails
  59. Navel
  60. Neck
  61. Nerve
  62. Nipple
  63. Nose
  64. Organ
  65. Orifice
  66. Palm
  67. Phallus
  68. Pheromones
  69. Pores
  70. Proboscis
  71. Quill
  72. Rectum
  73. Rib
  74. Scale
  75. Shell
  76. Skeleton
  77. Skin
  78. Skull
  79. Soul
  80. Sphincter
  81. Spine
  82. Sting
  83. Sucker
  84. Sweat
  85. Tail
  86. Talon
  87. Teeth
  88. Tendril
  89. Tentacle
  90. Throat
  91. Toe
  92. Tongue
  93. Tusk
  94. Uterus
  95. Vagina
  96. Vein
  97. Web
  98. Whisker
  99. Wing
  100. Wrist

d100 Simple Actions

  1. Ask
  2. Attack
  3. Awaken
  4. Belch
  5. Bellow
  6. Bite
  7. Blink
  8. Blow
  9. Breathe
  10. Build
  11. Carry
  12. Clap
  13. Comb
  14. Come
  15. Contemplate
  16. Cough
  17. Crawl
  18. Crouch
  19. Cry
  20. Dance
  21. Defend
  22. Dig
  23. Draw
  24. Drink
  25. Eat
  26. Excrete
  27. Exercise
  28. Fart
  29. Flap
  30. Flee
  31. Flex
  32. Flick
  33. Frown
  34. Give
  35. Glare
  36. Go
  37. Grind
  38. Grip
  39. Hear
  40. Hold
  41. Hug
  42. Jump
  43. Kick
  44. Kiss
  45. Laugh
  46. Lean
  47. Leap
  48. Learn
  49. Lick
  50. Lift
  51. Look
  52. Make
  53. Move
  54. Pat
  55. Play
  56. Point
  57. Pound
  58. Pull
  59. Punch
  60. Push
  61. Reach
  62. Read
  63. Recoil
  64. Release
  65. Rub
  66. Run
  67. Say
  68. Scratch
  69. Shake
  70. Sit
  71. Slap
  72. Sleep
  73. Slither
  74. Smile
  75. Snap
  76. Sneeze
  77. Speak
  78. Spin
  79. Spit
  80. Squeeze
  81. Stack
  82. Stand
  83. Stare
  84. Step
  85. Stomp
  86. Strain
  87. Stretch
  88. Strike
  89. Stroke
  90. Swallow
  91. Swing
  92. Tap
  93. Tear
  94. Think
  95. Touch
  96. Use
  97. Walk
  98. Wave
  99. Wiggle
  100. Write

1d100 Magic Words – Creatures & Evil

If you’re new here, heads up that this post is in reference to my Magic Word system. Perhaps I ought to create a new category for all of these magic word posts. I’m producing quite the library on the subject.

Anyway, last time I wrote about Magic Words, I created a d100 list of words I felt were evocative enough to make good spells out of. But with only 100 places to fill, the list obviously only scratched the surface of gameable spell words. It’s a good start, but sticking with such a small list for any length of time is a disservice to the system. The whole point is to draw upon the whole of human language to create weird, personalized spells.

Ideally, I’d like to create an array of tables. Each with some different theme. You could then roll on a master table to determine which of the more detailed sub-tables you roll on. In the end I’ll have more words than a dozen Magic Users could learn in a lifetime! Maybe I’ll collect them in a PoD book. A magic dictionary or sorts.

Obviously you could just use a real dictionary, and it can work. But there are so many words that just don’t make interesting spells, and it starts to get old when you generate word after word that just doesn’t work. Look, I’ll pull 10 random words off Wiktionary: Hibernicism, Plethysmography, Aggrieved, Philippic, Stanchel, Pelleted, Animalism, Palestra, Verbarlokao, Quintile.

It might be fun to integrate a few such esoteric words into a spell list. But I think players would get fed up pretty quickly if those 10 words above were the first 10 words they got. The list needs to be curated somewhat, ergo my reduction of the entire animal kingdom down to about 100 of the more recognizable and evocative names.

Also, I recognize that if you’re not interested in the Magic Word system, the deluge of d100 word lists might put you off the site. So I’m going to combine two lists into each post, and I’m going to make sure that these lists aren’t posted back-to back. Hopefully that should prevent you from feeling like you’re drowning in lists of vaguely related words.

d100 Creature Names Animal spells are cool. Plus this could double as a d100 table of animals! Not sure why you’d need that, but if you do, here you go.

  1. Albatross
  2. Ant
  3. Antelope
  4. Ape
  5. Armadillo
  6. Baboon
  7. Badger
  8. Barracuda
  9. Bat
  10. Beetle
  11. Bear
  12. Beaver
  13. Bloodhound
  14. Boar
  15. Bull
  16. Butterfly
  17. Camel
  18. Cat
  19. Centipede
  20. Chameleon
  21. Cheetah
  22. Cockroach
  23. Coyote
  24. Crocodile
  25. Deer
  26. Dog
  27. Donkey
  28. Duck
  29. Eagle
  30. Elephant
  31. Elk
  32. Falcon
  33. Ferret
  34. Fish
  35. Fly
  36. Fox
  37. Frog
  38. Giraffe
  39. Goat
  40. Gorilla
  41. Grasshopper
  42. Hedgehog
  43. Hermit Crab
  44. Hawk
  45. Honey Bee
  46. Horse
  47. Hummingbird
  48. Hyena
  49. Iguana
  50. Jellyfish
  51. Jackal
  52. Kangaroo
  53. Lemur
  54. Lion
  55. Lobster
  56. Magpie
  57. Mole
  58. Mongoose
  59. Moose
  60. Monkey
  61. Mule
  62. Octopus
  63. Opossum
  64. Ostrich
  65. Otter
  66. Owl
  67. Ox
  68. Panther
  69. Pig
  70. Parrot
  71. Peacock
  72. Platypus
  73. Porcupine
  74. Rabbit
  75. Racoon
  76. Ram
  77. Rat
  78. Rattlesnake
  79. Rhinoceros
  80. Scorpion
  81. Shark
  82. Sheep
  83. Skunk
  84. Sloth
  85. Snake
  86. Sponge
  87. Spider
  88. Squid
  89. Squirrel
  90. Stingray
  91. Stork
  92. Seal
  93. Swan
  94. Tortoise
  95. Tiger
  96. Vulture
  97. Wasp
  98. Whale
  99. Wolf
  100. Yak

d100 Evil-ish words Because I have a natural inclination towards evil casters. Most of these could be used for non-evil spells I’m sure, they’re just evocatively evil in my mind.

  1. Abyss
  2. Ailment
  3. Addict
  4. Apocalypse
  5. Anger
  6. Bane
  7. Blight
  8. Chain
  9. Chaos
  10. Corrupt
  11. Cowardice
  12. Curse
  13. Cheat
  14. Crime
  15. Cult
  16. Cabal
  17. Damn
  18. Death
  19. Disembowel
  20. Doom
  21. Devil
  22. Demon
  23. Desecrate
  24. Decimate
  25. Disgust
  26. Evil
  27. Eviscerate
  28. Eldritch
  29. Envy
  30. Execute
  31. Fester
  32. Forbidden
  33. Feculent
  34. Fear
  35. Grief
  36. Greed
  37. Ghoul
  38. Grave
  39. Hate
  40. Hell
  41. Horror
  42. Harm
  43. Immoral
  44. Infernal
  45. Justify
  46. Judge
  47. Kill
  48. Lament
  49. Lie
  50. Leprous
  51. Lust
  52. Leech
  53. Lurk
  54. Lash
  55. Masochism
  56. Monster
  57. Nightmare
  58. Obstruct
  59. Offend
  60. Ooze
  61. Orphan
  62. Object
  63. Obsequious
  64. Pact
  65. Pain
  66. Plague
  67. Pride
  68. Quiet
  69. Ravage
  70. Rashness
  71. Rot
  72. Rupture
  73. Ruin
  74. Revenge
  75. Sadism
  76. Savage
  77. Seethe
  78. Shadow
  79. Summon
  80. Sinister
  81. Steal
  82. Sorrow
  83. Sin
  84. Sloth
  85. Slave
  86. Torture
  87. Torment
  88. Threaten
  89. Undead
  90. Violent
  91. Vampire
  92. Vile
  93. Vulgarity
  94. Vanity
  95. Wail
  96. Wither
  97. Wrack
  98. Wrath
  99. Zeal
  100. Zombie

1d100 Magic Words – General

The Magic Word system is my attempt to replace the Magic User spell list with quick-and-easy spell creation. I like the idea of a world where most spells are unique to each Magician. As I mentioned in my previous post on the subject, I’m playtesting the idea in my current game, and it’s going really well! The group’s MU is enjoying the process of discovering new words, and coming up with unique ways to combine them. I am enjoying writing new spells, and the additional texture the system adds to my game world. Even the non-MU party members seem to be enjoying the odd sorts of magic created by the system.

The one hiccup I have been running into is quickly generating new words on the fly. I’ve tried a few different random word generators on the Internet, but there are just too many ungameable words to make those options feasible. What I need is a curated table of words to roll on. So I figured I’d just write up a d100 table of evocative words. I’ll probably do a new one of these every few months until I’ve got enough for a d1000 table.

This first list, I grant, is a little generic. I feel like it would be a mistake to leave out words like “fire” and “ice” in the base list. Later lists will doubtless be more oddball than this one. Perhaps after this each list will be themed? Like “100 evil words,” or “100 seemingly useless words?” That would be cool.

Two notes. First, remember that words encompass all of their various permutations. So discovering the magic word “Fire” means you can craft spells with words like “Firey,” “Fired,” “Fire’s” or “Firing” in their name.

Second, regarding the 10 “name” entries at the end. D&D has a long tradition of big-name casters like Tenser who live on through the spells that bear their name. I like this idea! So in the Magic Word system, using a specific wizard’s name as part of the spell you’re crafting means that what you’re actually doing is uncovering a spell first created by some long dead master of the arcane arts. And when the referee is writing up the spell, they can draw on that caster’s history and talent when determining the spell’s effects. In order that the players can reasonably have knowledge of the casters whose spells they are discovering, I’ve chosen to use mostly real-world historical figures. This more or less works in my current game, as it takes place in the distant future of our real world. Your milage may vary on that. I demonstrated how I intend for this to work in the “More Magic Words in Action” post.

  1. Shark
  2. Rabbit
  3. Bear
  4. Eagle
  5. Ape
  6. Serpent
  7. Frog
  8. Sight
  9. Smell
  10. Feel
  11. Taste
  12. Hear
  13. Balance
  14. Eye
  15. Brain
  16. Bone
  17. Blood
  18. Hand
  19. Hard
  20. Soft
  21. Send
  22. Return
  23. Open
  24. Close
  25. Truth
  26. Falsehood
  27. Riot
  28. Soothe
  29. Tiny
  30. Titanic
  31. Day
  32. Night
  33. Love
  34. Hate
  35. Peace
  36. War
  37. Acid
  38. Water
  39. Ice
  40. Electricity
  41. Fire
  42. Poison
  43. Gravity
  44. Nature
  45. Gas
  46. Beam
  47. Lash
  48. Absorb
  49. Invest
  50. Core
  51. Free
  52. Death
  53. Corpse
  54. Shatter
  55. Crush
  56. Laugh
  57. Fear
  58. Vile
  59. Screech
  60. Chain
  61. Wood
  62. Steel
  63. Soil
  64. Stone
  65. Shield
  66. Pierce
  67. Choke
  68. Alter
  69. Animate
  70. Move
  71. Play
  72. Share
  73. Know
  74. Distant
  75. Sigil
  76. Swift
  77. Wall
  78. Child
  79. Path
  80. Cancel
  81. Body
  82. Realm
  83. Ring
  84. Flight
  85. Weird
  86. Machine
  87. Code
  88. Reveal
  89. Secret
  90. Name: Lovelace
  91. Name: Moses
  92. Name: Robespierre
  93. Name: Washington
  94. Name: Zalekios (Unique to my game. You can use Cleopatra)
  95. Name: Socrates
  96. Name: Augustus
  97. Name: Napoleon
  98. Name: Shakespeare
  99. Name: Caesar
  100. Name: Hitler

Magic Words in Practice

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

Star

Indirection

Fight

Seat

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

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

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

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

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

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

==========

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

Related Links:

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