Alternative Magic System for WoDu

I am trying to create a magic system to use in my World of Dungeons games that is:

  • simple
  • has a Jonathan Strange & Mr. Norrell vibe
  • levelless
  • favors creativity/roleplay over math

Magic

Types

magi can cast spells in the following ways…

  1. Learned: +int - cast a number of known spells (equal to your level) or from texts (eg. scrolls, books)
  2. Arcane: +wis - cast experimental spells spontaneously by intuition/feel at disadvantage (until you cast it successfully in combat)
  3. Ritual: (requires Ritual) - 1+ hours time to cast; various components; more powerful spells take longer
  4. Bargain: +cha (requires Summon) - you employ the services of a demon, fae etc… be careful!
  5. Cantrips: (requires Cantrip) - parlor tricks can be powerfully effective!

Mechanics

magic takes effort and stamina (con) and thus can be painful if overused

  • 2d6+int/wis/cha
  • cast spells up to your number of hd+con
  • after casting hd+con number of spells, you take 1d6 damage for each spell cast (regardless of outcome)
  • spell damage is 2d6+level
  • spell damage increases +1d6 at 5th and 10th levels
  • spells are restored after resting in comfort and safety

Thoughts are most welcome…

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Hello, that’s the mechanic. In what “play framework” do you want it to take place ? Like, problem solving ? What function will these magic settings (pain etc.) serve ? Is it, like I suppose, to balance effectiveness ? In which case, what is the effectiveness of spells ? of other means of solving problems ? and what’s the cost like with these other means ?
Do you see where my questions are leading ? This sounds a bit like SR1 magic to me, definitely not my playstyle so maybe all the answers are obvious.

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Hello, that’s the mechanic. In what “play framework” do you want it to take place ? Like, problem solving ?

Not sure I understand the question :thinking: This is just a replacement for the magic system in the existing WoDu. So… when a pc uses magic.

What function will these magic settings (pain etc.) serve ? Is it, like I suppose, to balance effectiveness ?

Not effectiveness but having some constraints to the amount of spells you can cast. You can attempt to case > hd+con but it’s gonna literally hurt.

In which case, what is the effectiveness of spells ? of other means of solving problems ? and what’s the cost like with these other means ?

I’m not following :thinking:

Do you see where my questions are leading ? This sounds a bit like SR1 magic to me, definitely not my playstyle so maybe all the answers are obvious.

I’m not sure I do… and I’m not familiar with SR1 magic :slight_smile:

Thanks for the feedback!

Sorry, I don’t know World of Dungeon enough to be of any help.

I think part of @dereel’s question is, what feeling and circumstances would magic be involved with? Do you want a feeling of danger, sacrifice, risk involved in magic?

There are many systems and if you can express the “problem” you are specifically trying more clearly, this will help guide you to your answer.

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There are many systems and if you can express the “problem” you are specifically trying more clearly, this will help guide you to your answer.

Ahhh… good call.

So, some of my players just immediately fight the quicksilver/mage-in-a-bottle vibe of WoDu. Fair… so the goal is to give WoDu some options.

  1. learned magic should be a straight-up replication of a more OSR 5e? Maybe?
  2. arcane is a throw towards Jonathan Strange; I want to offer the ability to: if not straight up create spells, then maybe to always be enhancing them? Also, any new spells in my game likely get added to the list :slight_smile:
  3. Ritual is essentually WoDu Ritual
  4. Bargain == WoDu’s RAW magic system

I’m liking the idea that:

  1. different magics logically take different attributes: thus it’s really hard to min/max
  2. it’s mostly easy/intuative?
  3. it uses existing mechanices
  4. magic is hard; dangerous; damaging?

Magic is hard work and takes a toll on the caster. In my game, you probably don’t want to go with the feeble old wizard trope :slight_smile: Using HD basically for spell slots seems logical… but if they want to cast more, they’ll take damage.

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FWIW, here’s what I ended up with: https://brine.dev/#post?s=a_magic_system

First, I suggest checking out Whitehack for a great HP-driven free form magic system. Do yourself a favor and buy the book - I cannot recommend it enough.

Next, I’d suggest looking at Freebooters on the Frontier. While I like the idea of point-buy spellcasting, it was too fiddly at the table.

Lastly, here’s the system I’ve settled on, borrowing random spell tables from FotF and Maz Rats. These spells are all utility; direct damage requires Evocation.

Note that I use Mage as the singular spellcasting class; Cleric has morphed into more of a Priest/Paladin.

MAGE: You possess the spellbook of [MASTER]. No class skills. Special Abilities: * FAMILIAR: you always have a minor animal or monster assistant * SORCERY: Roll on the Spellbook table, once per HD. When you cast a spell that has been memorized from your spellbook, describe the intended scope and effects according to the spell name * SUMMONING: Your spellbook contains the rituals necessary to summon spirits, one per HD. Each spirit has a name, skill, want, attributes and HP equal to yours, and do 2d6dmg. When you command a summoned spirit, they will do what your tell them unless it is contrary to their want * EVOCATION: When you unleash arcane projectiles with unerring accuracy, inflict a total of 1d6 damage daily per HD.

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