Tuesday, April 3, 2018

*Old* Incantation Spell System

Have you ever looked up the definition of a word you use all the time? Sometimes it can be an inspiration. The actual definition for spell seems to include “spoken words” and “incantations”, which I think is very interesting and telling. Many fantasy settings use magic as either a language, or deeply tied to it. It's part of the lore, you see.

I've always also been a big fan of the Paper and Pencils concept; but that concept was only used for researching new spells, not the spells themselves. As such, I wrote my own magical word spell system called “Incantation”. EDIT- The author of P&P wrote a new Magic Words system remarkably similar to this one.


Incantation
To cast spells, magic users must speak the words of power. Spells require the magic user able to be heard and speak to cast a spell Magic users can only cast so many spells per day or adventure, and the size of the magic phrases they can use depends on their level.

Level
1 Word
2 Words
3 Words
4 Words
1
1



2
2



3
2
1


4
3
1


5
3
2


6
3
2
1

7
4
2
1

8
4
3
1

9
4
3
2

10
4
3
2
1

Casting a spell puts the magic user at the end of the initiative order. Casting a 4 word magical spell requires 2 rounds to fully pronounce.

Once a magic user knows a magic word, they can use it in any spell they wish. Magic users begin with 1 or 2 magic words, randomly assigned, and must find the rest through searching dusty tomes and manuals, or purchasing them from other magicians.

Spell Casting
To cast a spell, the magic user selects and speaks a few magic words. Speaking a single magic word usually has a single magical effect, which must be directed by the magic user's imagination. Speaking two or more magic words has a combination effect, or is more powerful then a single word spell. You can also cast a smaller word spell using up a larger spell slot, if you have no more word spell slots available of that size.

Spell Examples
One word magic spells tend to have a single, simple effect. Most effect one or two targets, deal maximum 1d6 damage or restore 1d6 health, and have temporary effects that last a turn.

Spells with more then one word have greater and more powerful effects, as a rule of thumb, each word's effects should stack as 1 word spell effects together. So a two word spell could target 1d4 individuals, deal up to 2d6 damage, etc.

Words are always spoken into magical incantations and sometimes with the movements of a magic staff, wand, or rod. For example, saying the magical word for Water can create a small amount of water by condensing it from the air, control a small amount of water by directing it with a staff, or make something take on the consistency of water and somewhat transparent.

More powerful spells can have more diverse and strong effects. The spell Heat Mortal could keep several men warm in a cold place, overheat and exhaust several men in a hot place, or could be used by monsters as a way to cook the flesh of a man and deal 2d6 damage to one target, etc.

Magic Word Research Rules
In order to research a magic word, a Wizard must spend money to do so. Usually, they will have to also have found a scroll or text. Converting the magic words into script for use in speaking your own takes time and materials. It costs 1000 coins to learn one word with the materials on hand, and a season of research.

Counter-Spell
If a caster knows the meaning of magic words being used against them, they may speak opposite words to cancel them out if they know them. Doing so expends their spell slot of the same level. If they can only counter a few words, the enemy spell is simply reduced to a lesser word spell.

3 comments:

  1. Of course. If you yell "Ice" at a "Fire"+"Ball" spell it would just turn into a inert sphere of dirt.

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    Replies
    1. I would say that if you use a 1 word spell against a 2 word spell you'd only be able to partially counter it; so maybe the ball stops moving or becomes a steam orb that deals less damage.

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  2. Suddenly 'Subtle Spell' just became a lot more useful!

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