As far as rules and mechanics go, I
think Vancian style casting really adds a lot to a game. It's perfect
for resource management dungeon crawling, despite me mucking about
with it. But how about the fluff? The in-universe explanation for how
it works and how the people in the setting that cast spells actually
use it?
The obvious option is just to not
explain it. Because world-building is very masturbatory, I somewhat
agree with this. With that being said, I'm not satisfied with a “it
just works” kind of explanation. I need something to
describe how magic works, as flimsy a justification as it will be.
I've
seen a lot of Vancian style magic described using the following
fluff; that spells are 'creatures' from another plane or reality that
magic users stuff into their brains and fire them out of, only to
return to the spellbook and be used again the next day. I want to
preface this by saying I don't think this fluff is necessarily bad,
but I really dislike it. It's extremely interesting on its own, you'd
think “hey maybe that's some really weird gonzo class the dungeon
master wrote up?” but nope, that's the default and generic magic
system. On top of this, it boils down magic users to a Ranger with
some very specific and short lived animal companions. It robs the
Wizard of his own personal growth.
But
then how do we explain the ruleset and give it fluff that is more
agreeable?
At
it's core, wishing for something, imagining something, or willing
something to happen are real forces. When you have a mythic fantasy game like I do, a
creature with an intense willpower can focus on a boulder and will it to move, and it just might.
Of
course, simply willing or wishing for things is not enough. Humans don't have wills that powerful innately. This is
where the Craft comes in.
The
Craft is essentially the totality of working magic. Everyone does
this, yes everyone, including the serfs and commoners. They just do
minor, subtle stuff. Magic like pacing around the land they live on
once per year to ward away predators, superstitions in our world but
magic and REAL in fantasy. These magics tend to be weak, vague,
subtle, or incomplete due to simplicity- even Wizards can't exert the
craft to do anything and everything.
Magic Wands are another good example.
Spellcraft
however is a little more complex. Only the experts do it, and it
requires several steps; Induction, training, as well as personal
drive and talent. “Anyone” can do magic, but some people
certainly have a knack for it.
Layered
Meaning
Wizard
spellbooks are chunky and fat. Spell Aides have few symbols but still
can give the same result. Why? Because of layers of meaning. Even a
normal Magician's spellbook is like this. Part of the training to
become a magician involves the creation, perversion, and learning of
personal and common symbols to represent meaning, thought, and
wishing layered on top of each other.
Imagine
a class of young Wizards, for several weeks during their training,
just sitting in a blank room and forced to imagine a lightning bolt
crackling through the sky and striking something they wish. Later on
they are told to imagine themselves becoming that lightning bolt,
morphing it, spending literally weeks imagining their bodies changing
into lightning and appearing somewhere else, wishing for this power
to be in their grasp. Some of the kids, prodigies, may imagine
themselves as a lightning beast for ease of anthropomorphism. Others
may imagine their lightning bolt as unnatural colors or with erratic
direction. This mental static is why every magic user has spells that
are just a little different from each other.
Now
at the end of this training they are told to draw a shape that
represents that lightning bolt transformation and transportation, and
then that glyph is cut down to only a few very tight and focused
brush strokes. This is the Wizard's glyph for teleportation, or
instant motion from place to place. This is not a spell. We aren't
even close. Glyphs are the shorthand
for this state, not magic and not even spells.
The
Wizard's spellbook is full of stuff like this. Hundreds of glyphs in
tight contained rings, each representing one stage of what you need
to think, feel, dream, and desire above all else to make this spell
possible. It should go without saying that Magicians have deep internal lives.
Since
that was a whole lot of fucking words, here's my starting spell list
for Agnostic spells.
-Magic
& Spells-
These
spells represent the most common powers that are boasted by
apprentice magicians. Spellpower is represented by this symbol: ⚡
Every
spell is a little unique to the Wizard who casts them. This is called
your Seal, try to pick a
theme for your Magician and their spell seals.
First,
roll 1d12 to determine the random spell gained from your training and
then pick a different spell to complete your beginner's repertoire.
(1)
Conveyance of Supply & Spoils
(2)
Seeking Projectile of the Magus
(3)
Inclement Manifestation
(4)
Glower of Potent Foulness
(5)
Blocked Passage of Obfuscation
(6)
Sorcery of Extreme Weakness
(7)
Protection from Hexes & Dangers
(8)
Pathway of Prophecy
(9)
Enchantment of Good Humor
(10)
Urgent & Surefire Messages
(11)
Flotsam of the Open Air
(12)
Magical Manipulation of the Material
(1)
Conveyance of Supply & Spoils
When
cast, this spell creates a magical force that helps carry things. The
force can carry equal in load to 4 + ⚡ . It
lasts for as long as the Wizard wishes; this spell slot is unable to
be used during.
The Conveyance creates as much noise as a regular person
walking and will disappear if it takes any damage. It can be given
simple instructions such as to hold still or follow someone, but it
has no intelligence of its own and cannot discern more complex
commands.
Seal-
The Conveyance can appear as
many things from a strange creature covered in saddle-bags, a
floating disk, an animated chest, the items float in transparent
clusters of bubbles and so on.
(2)
Seeking Projectile of the Magus
When
cast, this spell creates an unnerving attack and deals 1d4+ ⚡
damage to its target. No save. Damage may be split to multiple
enemies, but only before result is rolled.
Seal-
This spell can appear as a
number of projectiles or as a single attack. Typical effects include
balls of flame, light, shards of glass or flower petals, tiny
animated birds or dragons, a wave of ice, ripples in the floor,
ghostly whip, etc.
(3)
Inclement Manifestation
This
spell creates an irritating manifestation that slows down and
inhibits creatures. Can only move OR attack, reload OR shoot. The
Wizard can make a number of targets immune
to
this effect in the area equal to ⚡. Lasts for
3 combat rounds.
Seal-
This spell can appear as a
tangle of roots or skeletal hands reaching upwards, appears as queer
indoor blizzard or rainstorm, walls of color, everyone sinks into the
floor a bit.
(4)
Glower of Potent Foulness
Magic user forces a morale check against foes if they
look at him when cast, maximum HD of target is 1 + ⚡. Save ignores.
You can also cast this spell out of combat, which makes
a single person, place, or thing look more foreboding, dangerous, or
twisted. Automatically get the lowest result on reaction checks, but
very intimidating. Lasts 1 + ⚡ turns.
Seal-
Morphs magicians face into a
scary gargoyle, creates a feeling of black dread, ghost shrieks,
unholy light seeps from magic user's open cloak.
(5)
Blocked Passage of Obfuscation
The
passage, doorway, or room becomes blocked and unable to be passed for
1d4 + ⚡
turns. Those chasing will not have a save to avoid this unless they
are close enough to enter when it is shut.
Seal-
Door flattens as though painted
on the wall. Wall of darkness blocks the hallway. Demonic face blocks
stairwell and taunts anyone who attempts to climb. Rusty iron chains
sprout from wall.
(6)
Sorcery of Extreme Weakness
Single
target is filled with a sense of weakness and lowers their HD by 1
temporarily. Target gets a saving throw with +⚡ to difficulty.
If this drops target HD to zero, target falls becomes immobile and
useless. Strength returns 1 HD per hour.
Seal-
Butterflies float down to
target's eyes, target snores and falls asleep. Black shadows sap
their strength. Target becomes younger, armor turns pink and items
become infantile toy versions.
(7)
Protection from Hexes & Dangers
Creates
a shield that lets the target succeed their next saving throw.
Duration is for 2 + ⚡ turns.
Cannot memorize again until expended; the spell is hung in suspense
until it is used up or dispelled.
Seal-
Mock Knighting Ceremony grants
protection. Tiny necklace bestowed on target. Angels appear on
shoulders to lend aid. Glowing sphere or second skin surrounds them.
Voodoo doll takes the damage the target would have, etc.
(8)
Pathway of Prophecy
Creates
an easy-to-follow pathway that points to nearby destination. This
destination from a simple scanning of the level, cannot reveal secret
areas or blocked off places. Examples would be back to entrance, back
to camp, stairwell, etc. Goes on for a number of rooms equal to 4 + ⚡
.
Seal-
Chalk arrows appear on the walls
and floors, glowing lights animate along way, bright colored yarn
lies on floor, distant music or smell, etc.
(9)
Enchantment of Good Humor
Automatically makes the next encountered creature have
the best possible reaction roll. The creature may be angry at how it
was treated when the spell ends. Cast when encountering a creature or
group; Target(s) affected for 1d4 + ⚡ turns.
Seal-
Calming flute music plays in the
background, party appears angelic or more attractive. Bewitch a
puppet show into motion.
(10)
Urgent & Surefire Messages
Sends
a message to one target across any distance, but the target must have
known the caster from before or the caster has an arcane connection
to them. Message length can be 3 + ⚡ words.
Seal-
Origami bird flies in with
message written on it. Whispering imp conveys message. Words appear
on wall or in mirrors.
(11)
Flotsam of the Open Air
Spell
allows up to 2 + ⚡ human
sized targets to be saved from fall damage OR can be cast on a single
target to grant basic levitation at walking speed for 1 + ⚡
minutes.
Seal-
Tiny dragons carry people
around, people sprout tiny wings that flap furiously, vines sprout
from ground to give handholds, great vortex appears above to suck
people upwards, etc.
(12)
Magical Manipulation of the Material
Target object or group of small objects is manipulated
to move as though by a pair of hands. Can be used on levers, doors,
switches and other things meant to be activated by simple hands to
move them, but cannot unlock locks or interface with things that
require special tools. This lasts for as long as the Magician
continues to focus on it.
This spell can also be cast on a single object, which is
instead animated for an intended purpose for 1 + ⚡ turns. Shovels
dig straight down, lanterns float besides you, etc.
Seal-
Magic User conjures gloves that float around and mimic his hands.
Fairy dust is sprinkled over things and enchants them to motion.
Weighted bag appears on pressure plate. Room tilts to the side to
allow coins to slide down slope, etc.
For inclement manifestation, you mention that wizards can make spellpower targets immune to the effects. This implies an area of effect, is there one?
ReplyDeleteCan you cast pathway of prophecy outside?
Yes, the spell is supposed to be an area of effect spell that stops people from moving and fighting easily. It's this games version of entangling roots more or less, the name is meant to imply bad weather and some of the spell seal examples include bad weather. However getting into the nitty gritty of spaces or feet in radius is kind of the opposite of what I normally do, I'd prefer a more soft ruling and I tend to do battle in 'the theater of the mind'.
DeleteYes, I originally intended Pathway of Prophecy to be used both inside and outside, but the obvious issue is the amount of 'path' it makes. I think the method of making the path stretch a number of rules is pretty bad though, especially because it makes it useless or confusing if used outside. I would probably rebalance it to turns.
Appreciate the feedback.