Showing posts with label magic. Show all posts
Showing posts with label magic. Show all posts

Friday, March 30, 2018

Free Form Magic System

So a while back I wrote up a system for magic that didn't use a predetermined spellbook, but was instead specifically designed for improvisation and creative problem solving. I'm revisiting it now because I think it would be specifically useful for one-shot games and I'm thinking about trying to build a system around that idea.

A lot of the joy I get in play is seeing people figure out a creative solution to an open ended puzzle and I wanted to make a system that allowed for that kind of game play without having to read the description of a lot of spells.

I also want avoid one of my least favorite things- seeing someones face light up at the description of a spell and then watching it fall when they find out that the spell doesn't do what they thought it did.

The system itself emphasizes things like casting time, avoiding interruption while casting and spell components that definitely read as "fairy tale". Things like objects of sentimental value make for great spell components and tend to add some serious fuckin' whimsy to your table.

This is obviously a work in progress, but I think it could be really fun with the right type of people (fun people).


Spells - Instead of a list of specific spells. Spells are broken into families and after that, you get to make up your own awesome spells (with some give and take with the DM of course). I’m thinking you start with the ability to cast from 1 or 2 of the schools, and learn more along the way.

  1. Evocation - Channeling magic to cause harm or damage.
  2. Abjuration - Channeling magic as a shield
  3. Enchantment - Imbuing an object with magic
  4. Transmutation - Changing something into something else
  5. Conjuration - Creating something from thin air
  6. Illusion - Creating something that isn’t real
  7. Divination - Magically sensing things, that may or may not have happened already.

Casting a Spell - To cast a spell a Magic User states the intention of their spell, the DM gives it a challenge rating based on that intent and the caster states how many rounds they will take to cast the spell, and which Spell Components they will use. Each component that you use to cast a spell adds to your dice pool (d6′s)
To successfully cast a spell the total of all the dice must match the challenge level of the spell (determined by the DM) The challenge level also corresponds to the damage, size, duration or overall quality of a spell, measured loosely and colloquially for the benefit of all involved.
Cantrip - A spell with no measurable benefit. These spells are used mainly for looking cool or showing off. No rolls are necessary.
Apprentice Spell - DC 6. d4+mods. Smaller than a breadbox. 1/5 senses. Less than an hour. Less than a hundred feet.
Journeyman Spell - DC 9. d6+mods. Smaller than a Golden Retriever. 2/5 Senses. A few hours. A few hundred feet.
Adept Spell - DC 12. 2d6+mods. Smaller than a refrigerator. 3/5 Senses. A day. A Mile.
Master Spell - DC 15. 3d6+mods. Smaller than an elephant. 4/5 Senses. A week. 6 Miles.
Failure: Spells are fickle and dangerous. Failing to cast a spell correctly, or failing to finish the spell casting lead to unfortunate consequences.
If a spell is completed but fails the check it is unsuccessful (duh). After you unsuccessfully cast a spell you roll to see if something bad happens. Roll a d6, on a 1 or 2 something bad happens (DMs choice).
If a spell is interrupted, a d6 is rolled and on a 1 or 2 and the spell deals damage to the caster equivalent to the spells strength.
Spell Components: Spells require at least one of the following to succeed. Using more than one of the components increases the chance the spell will succeed.
Verbal - Words or phrases used to create magical effect. 1d6 per round spent chanting. Any interruption in the chanting causes the spell to fail.

Somatic - Gestures or motions that create magical effect. 1d6 per round spent gesturing. Any interruption to gesturing causes the spell to fail.

Material - Reagents used to amplify the strength of a spell. Materials are rated by how many d6 they can add to spell casting. Materials can range from things like herbs or bones to objects of sentimental value. Material components must be used in conjunction with Verbal or Somatic components to achieve any results.