Sunday, 29 December 2024

Beyond Vancian Magic: Goetia for adventure games

My submission for the RPG blog carnaval. This month's topic is Beyond Vancian Magic.

Knowledge is power:

To get one of the powers to do your bidding requires chanting the right incantation during a specific ritual to prepare the spell, and an action combined with a verbal trigger to cast it. The preparation of the spell and the casting can be no further than 1 day apart.

No innate power or even skill is required to cast spells. Anyone who finds a grimoire and is able to read the frantic scrabbles of the mage it belonged to can simply follow the instructions and boom: magic. Think everytime someone reads from the Necronomicon in Evil Dead movies. 

A lot of media also warns not to do X or say Y while dealing with magic, so lets give each spell a taboo as well as an optional addition. Breaking the taboo creates a negative effect. You could see it as retaliation from the power asked to perform the task.

Mechanics:

At the start of the day a character can spend time and resources to prepare spells. 

As a rule of thumb: when preparing spells in a well stocked environment it takes one dungeon turn to create a spell. If ingredients have to be gathered/bought it takes about an hour, though this does require that finding these ingredients is feasible. For more powerful spells, preparation time can of course be longer. 

Cost depends highly on the sort of game you are running, but I would be inclined to say that in a town that probably has everything you need spells cost 1d6 x 10 gp. As with time, for more powerful spells the ingredients can be made pricier or even unavailable on the market. Go collect that dragon tongue yourself. 

Finally, to prevent endless stockpiling, most spells should have an experation date. I'd probably go with one day as a general rule (use this before next sunrise), but you could do a week or a moon if that fits better.

Some spell recipes for LBB spells:

  1. Sleep

    Preparation: In a sheepskin, soak sand in milk of poppy, while singing this incantation as a soft lullaby until the milk has been fully absorbed.

    Casting: Say the trigger word and blow sand in eyes of your target to put them to sleep until next sunrise.

    Taboo: Ending the sleep prematurely of one under the spell curses the killer and caster with insomnia.

  2. Charm Person

    Preparation: Mix honey, snake venom with the hair of an innocent child (babies are always  safe bet if you can convince the caretakers) while speaking this incantarion as a compliment.

    Casting: Drink mixture, say the trigger word and stare in the eyes of your target. As long as you maintain eye contact the creature has to do as you say. Anything that might make the target flinch (such as pain) will break the charm.

    Taboo: If you touch the charmed creature the spell reverses, causing you to be charmed instead.

  3. Light

    Preparation: In a gold brazier burn petals of a sunflower, wax of a bee and the eye of a falcon. Optionally you can bind the ash in squashed glow-worms.

    Casting: Smear ash in the shape of the sigil of the blind eye on a surface and speak the trigger word to cause it to emit a bright light.

    Taboo: Don't mention the sun while the spell is active or it as well as any other nearby lightsource will go dark.

  4. Circle of Protection (Protection from Evil)

    Preparation: Place salt in a sack made of white silk. Hang in a fire while droning the incantarion until the silk has gone red.

    Casting: Poor the salt as a line in whatever shape you desire. Once the salt is in place say the trigger word and specify the object, creature or person you want protection from. As long as the line is intact the specified threat cannot cross the salt.

    Taboo: Spilling the salt is a bad omen, meaning something will go horribly wrong in the near future.

  5. Detect Magic

    Preparation: Make a candle from a wick of mage hair (anyone who has cast a spell is considered a mage) and the drippings of library candles, while reciting the incantation.

    Casting: Burn the candle in total darkness by speaking the trigger word. The light shed by the candle only illuminates magical spells, magic objects and anything currently under the effect of a spell.

    Taboo: A mage can only use their hair to make a candle once. Using hair from the same mage twice makes you blind to any and all magic.

  6. Knock

    Preparation: With metal of a latch or lock carve a piece of wood that was part of a door or container into a staff.

    Casting: Tap the staff on a hard surface and any door or container the sound echoes off of will slam open, after which the staff splinters.

    Taboo: If you close any door or lid the same day you opened them with this spell, you'll be cursed with untimely stuck doors and lids.

  7. Invisibility

    Preparation: Melt down a mirror and mix in glas-butterfly wings and phasmid legs. Store in a transparent container.

    Casting: Apply liquid liberally on the entire surface area of an object or creature to turn them invisible until the liquid has dried.

    Taboo: Any spell covered in invisibility liquid will never again work for the mage who prepared it.

  8. Levitate

    Preparation: Hold a dark feather in the smoke of any lit strong spirit while reciting the incantation until the feather is bleached white.

    Casting: Burn the feather and inhale the smoke.  As long as you hold your breath you'll continue to levitate upwards. The speed of your descend depends on the speed at which you release your breath.

    Taboo: If the feather is burned without anyone inhaling the smoke, the whoever prepared the spell will be cursed with leaden feet.

  9. Fly

    Preparation: Grind up the feathers of an uncommon swift to a fine dust while chriping the incantarion. Alternatively you could just use fairy dust.

    Casting: Sprinkle a good dose of the dust ontop of whomever you wish to cast it on. The more you use, the longer they'll fly.

    Taboo: The spell stops working when you acknowledge that you are flying. Best to think of happy things to distract yourself.

  10. Time Spell (Haste Spell/Slow Spell)

    Preparation: Mix pulverised sand from an hourglass with morning dew drops and evening fog while chanting the incantation at varying speed. Let dry to form a piece of chalk (it is advisable to use a cast to create a useable shape).

    Casting: Draw a magic circle around the desired area following the diagram below. Upon speaking the trigger word time will move out of joint, seeming to go faster inside the circle from outside while outside the circle seems to slowdown from within it.

    Taboo: Never draw multiple circles inside one another, as this will fracture time and cast the spellcaster into a random point in time.

  11. Wizard Eye

    Preparation: Polish a bead of glas with a bat's wing into a perfect orb while whispering the incantation.

    Casting: Throw the orb in the air while saying the trigger word. The floating orb is now like an extension of your body, another limb you can move about, and sees just like your other eyes. If you keep your eyes open while using the spell you are effectively looking at the world cross-eyed.

    Taboo: Don't look at yourself while the spell is active. Every time you do you will go blind in one eye.

  12. Dimension Door

    Preparation: Take the opposite halves of two ancient keys and fuse them together into a single key using the blood of a displacer beast, while growling the incantation.

    Casting: With the key, trace the outline of a door and afterwards point the key at a surface you can see while saying the trigger word. A doorway will open between the tracing and the indicated surface, allowing travel between the two points as if they were spatially right next to each other. The passage can be used until the door is closed.

    Taboo: Leaving the door open when no one is using the passageway will cause the user to be cursed. Any portal they pass through will send them back through the doorway created with this spell.

  13. Polymorph (Polymorph Self/Other)

    Preparation: In a lead pan, bake part of the creature you want the spell to turn your target into, combined with meal of pupae and chimera milk (minotaur is recommended), while prattling the incantation. Tip: bake the biscuit into the shape of the creature it turns one into as a mnemonic device.

    Casting: Get the creature you wish to polymorph to ingest the biscuit and say the trigger word. They'll take on all the physical characteristics of the creature baked into the biscuit but initially retain their own mind. They'll awake in their original form if they go to sleep before the next sunrise.

    Taboo: If someone stays in their new form when the sun next rises they'll have forgotten their former body and their mind adapts to its current one. They are now the creature they polymorphed into.

  14. Enlarge (Growth of Animals)

    Preparation: Dissolve manure in the blood or sap of a fast growing crearure or plant while booming the inscription.

    Casting: Have the creature you wish to enlarge drink the concoction and say the trigger word. They'll increase in size based on the ingredient used. Typically at least double the original size if the ingredient grows significantly faster than whatever drinks the spell.

    Taboo: You cannot enlarge a creature twice. Trying to do so will cause the caster to shrink half their size each night.

  15. Elemental Wall (Wall of Fire/Ice/Stone/Iron)

    Preparation: Twist a length of rope from any fibres while singing the incantation. Once the rope is done, keep singing as you soak the rope in one of the following depending on the kind of wall you desire: ash for fire, water for ice, clay mud for stone, mercury for steel)

    Casting: Once the rope is in a desired shape say the trigger word to cause a wall to rise up from the rope in the element you prepared it for. The walls will stand until next sunrise or until they are destroyed.

    Taboo: Do not have rope for this spell cross over itself when you activate it, or it will turn to whatever you soaked it in, rather than the desired wall.

  16. Conjure Elemental

    Preparation: Create an effigy of the form you want the elemental to take (typically people choose animals). The effigy has to contain part of the creature who's form you'll use and a gem corresponding with the desired element.

    Casting: Ensure an appropriate amount of the desired element is present. Take out the effigy and speak the trigger word. An elemental of similar shape will form and follow the commands of whomever has the effigy. The effigy and elemental are liked: destroying one will destroy the other. To safely dismiss the spell, speak the trigger word backwards once the elemental has returned to the position its body came from.

    Taboo: You can only ever make one effigy of each element. Attempting to make another will cause you to become a mortal enemy of the element you've thus betrayed.

  17. Animate Dead

    Preparation: Combine the blood of one who didn't experience their death with the ashes of one who died by choice into a paste while gurgling the incantation.

    Casting: Place a mark on the head of the head of the corpse you are trying to animate. After speaking the trigger word give the undead a single command. Once the command has been fulfilled the body will go limp again.

    Taboo: You have to give propper burial to the bodies you've used for the spell once they have completed their task, or your body will start to decompose as if it was dead.

  18. Disintegrate

    Preparation: Distil amnesiac's tears and mix with censor's ink while silently mouthing the incantation.

    Casting: Splash the liquid towards whatever you wish to disintegrate. Once you say the trigger word, anything the liquid touches for the next second will disappear from existence.

    Taboo: Once the spell is prepared it has to be cast the same day or else the spell will affect the one who prepared it instead.

  19. Geas

    Preparation: Create an alloy of the seven metals and forge it in an eternal flame into a needle, while singing the inscription.

    Casting: Prick your target with the needle while saying the trigger word, followed by an instruction on what rule to follow from now on. Failing to follow the rule will result in the doom of the target of the spell.

    Taboo: If the rule you give is impossible for the target to abide by and live you die instead.

  20. Invisible Stalker

    Preparation: Craft a container out of coffin wood and funeral pyre ash while saying the inscription. Inside, put something close to the intended victim and lock the container with chains forged from prison bars.

    Casting: Say the trigger word while opening the container. A shadow will creep out and head towards the target as the crow flies. Upon finding them, the stalker will proceed to kill them and disappear.

    Taboo: If your target dies before the stalker gets to them, the caster of the spell will be its new target.

Discussion

I know I probably say this every time, but I would really like to tey this version of magic in a future game. There is an appeal to me to magic literally just being forbidden knowledge. Not innate power or aquired skill, just information kept from people because of the impact it would have on society.

For these spells I've tried to tie duration and range on concrete things in the (imagined) physical world rather than abstract unites of measurement. The one place I struggled with this is disintegrate, so if anyone has a better way of phrasing that one (or even a better different way of conceptualizing it) I would love to hear it. There is no real reason for this other than aesthetics and personal preference. I find it easier to imagine conceptually if you can cast a spell on something or someone when it is phrased in terms like these, rather than if you were to use minutes and meters (or feet if you are into that kind of thing). Folks running games on battlemats and with strict time-records kept in modern units of time would probably find my method cumbersome.

The potential worldbuilding implications of magic like this are also interesting to me. From trying to destroy all magical knowledge as a way to guarantee no one uses it agaist you, to trying to hoard it for yourself, or strictly regulating who can and can't access it (maybe through Geas?), authorities are going to have to find a way to deal with magical knowledge. 

It also fits the 'prepared spells' idea you find in 0D&D which I quite like. Forcing you to think about which spells you want to prepare for the day seems like a fun little puzzle and gating the amount of spells you can prepare behind time and materials seems more fun to me as well, as it is a problem players might find interesting sollutions to work around (use the time spell first and then prepare twice as many spells in the same time for example). 

I also like that this creates a fun reason for magic-users to take on apprentices. Getting them to help you prepare spells must be an immense time saver and it seems relatively easy to prevent them from actually learning spells you don't want to give them access to. 

And finally, I like that this reïnforces the 'find spells in the world' trope, which I really like in my fantasy adventure games. Players could even make their own spells (in collaboration with the GM) and then quest for them, or attempt to find them in downtime activities.

Sunday, 22 December 2024

Ol' Harris Farm (minor adventure location)

My secret santicorn gift.

My prompt was: 'The party walks into an abandoned house full of 4d6 sprites, interrupting their holiday festivities.' I rolled a 5, 5, 5, and a 2.

Recent history

Years ago

Old man Harris used to live alone on his farm. He was a grouch and had very few visitors, but every week he would come to the market to sell excess butter and produce, and to yell at the local children to stay off of his farm.

One week he didn't show. When some went to investigate they found him dead on the floor of his barn, wearing his nightgown and clutching a broom. 

Ever since, strange things happen to those who come near the farm, so local people tend to stay clear of it despite rumours of Ol' Harris' hidden wealth.

Last week

Some of the town's children went missing. They were found sleeping near Ol' Harris' farm. After some stern talking to they admitted to going to the farm on a dare. What happened after they entered they don't remember.

Today

The sprites that have lived at the farm since Harris' days are holding their septanual banquet to celebrate the best pranks of the septanium and to grief capers gone awry.

The Sprites:

  • do not trust the big folk. These people have proven to be idiots by continuously falling for their pranks and you cannot trust idiots. However, if the offer is tempting enough they might reluctantly cooperate.
  • love pulling pranks on anything that lives. This is one reason the farm stays so clean: no creature willingly comes near these pestering bullies, so there are no rats nor spiders nor moths. If you'd rather something stay clean, they'll sully it; if you want to keep it close, they'll try to steal it from you and hide it.
  • are fiercely loyal when threatened. Despite all their infighting, all of them would go to bat for eachother, especially when the threat is a big person.

The Farm

An abandoned farm, most of which has fallen into ruin. Only the main house still stands, in suspiciously good shape.

The Land

Overgrown, the remains of ruined sheds and dividing walls peaking through occasionally. 

A path from the gate to the door of the main building is strangely accesible considering the rest of the land.

The Big House

The smell of roasted nuts and hearty foods surrounds the main building of the farm. There is enough of a clearing to walk arround it unhindered, allowing access to the back door as well as a view through the window of the chapel. 

The chappel window is big enough to climb through, though not while carrying a big backpack or a bunch of weapons.

The common room: Archery Tag

A room with a table, a comfortable chair. some stools and a loom with an unfinished piece. On the walls various wall hangings depicting woodland scenes (good condition). In the hearth embers smoulder. 

The south of the common room has a big door to the outside. To the west there is an opening towards the kitchen, where bickering voices are coming from. To the north is a door locked from the other side which goes to the bedroom, listening closely you can hear the sound of a liquid swashing around in a container.

On the table stands an inkwell with a clear liquid in it. This is a sleeping potion the Sprites have made. 

Underneath a loose floorboard lies a box containing a golden ring, a pair of silver earrings, and a lock of dark hair all carefully folded in a silk handkerchief.

5 young sprites are playing archery tag with arrows coated in the sleeping potion. No one is winning, as the sprites are all staying invisible so as not to lose. 

  • Pine: Little brother of Popler. Fancies himself the leader. Continously tries to tell the others what to do and readily throws around insults. Can't take any kind of abuse or he'll fly off trying to hide his tears.
  • Lilac: Hyper competive but has a soft spot for Pine. He can't stand losing and the slightest sign of anything other than his total victory causes him to complain that the others are cheating.
  • Linden: Tries to pretend she is too good for games like this, but secretly gets really into them. She finds Lilac incredibly annoying and can't help commenting on literally everything he says.
  • Dogwood: Linden's quiet sister and jealous of her popularity. She wants to play along but gets drowned out by the others. Eventually throws tantrums when she gets ignored for too long.
  • Popler: Is probably too old for games like these, but she feels overprotective of her little brother. Worries about Dogwood, but gets easily distracted by her loudmouthing brother.

The kitchen

A high table, modest stove and panrack take up most of the small space. It is spotless, the copper and steel glimmering in the light of the stove. It smells of roasted almonds and warm spices.

There is an opening to the east towards the common room from which you can hear yelling and a heavy door to the north which goes to the outside.

The larder is filled with a small amount of food (about 1 ration for a human sized creature). The kitchenware seems valuable given the immaculate shape it is in.

5 older sprites are bickering about how best to prepare the feast. Their situation isn't helped by the fact that most of them can't help but insert bad jokes which derail the conversation. 

  • Hawthorn: Insists on making a large stew is it is the most comfy meal, though secretly it is because she knows her daughter Popler won't eat anything else. She is uncompromising in her position and tries to get her spouse Ash to pick her side.
  • Birch: The youngest and eager to make an impression with her new recipe: Surprise soup. It is really just a stew, but she is unwilling to admit that and give Hawthorn her way. She continously mentions how much her brother Redbud loves the soup.
  • Chestnut: Talks down to the others, especially Birch, while he explains that the only correct sollution is to make a roast dinner. In fact, he's already put the almonds on, so why are they even still talking about this?
  • Yew: Demands to make a bunch of pies, sp everyone can fill them with whatever they like. The real aim is to create a situation in which everyone will praise his delicious pie and no one can steal credit, like Chestnut did last time.
  • Ash: Tries to get everyone to make a decision so they can move on to the far more exciting part of eating the food. He secretly prefers Yew's suggestion but is afraid to admit so while his spouse is present.

The bedroom

A room which seems to contain only two large cabinets. From one of them, hushed voices can be heard. 

There is a door locked with a latch on this side in the south from behind which shouting can be heard, To the east there is a heavy curtain which smells of incence leading to the chapel.

One of the cabinets is a box-bed. Other than it's current occupants, it contains two empty bottles, one bottle of caramel apple brandy (very strong stuff), a bottle of wine (gone sour) and the bottle the spires are currently drinking from.

The other cabinet contains bedsheets and spare clothes. They smell of vinegar (a prank the sprites have forgotten about, but would be very proud of).

5 older spirits got tired of waiting for the feast to start and have instead elected to hide away inside the box-bed and help themselves to some of the more potent drinks. They are currently working their way through a bottle of litteral moon shine (only fey can get drunk off of this, but it does emit litteral moonlight which makes it sought after by many). 

As they are all pretty drunk (or pretending to be so) they aren't really listening to each other and continue their own stories rather than responding to what has been said before.

  • Ceder: Telling embarrasing stories about his older brother Juniper. He is pretty sloshed, so he is trying to tell a story about how Juniper broke his wing for the fifth time this drinking session.
  • Redbud: Is complaining about how aweful his sisters new Surprise Soup is. He seems in real distress about having to eat it again and is low-key looking for advice. He is just drunk enough to be more panicked than he would be sober.
  • Hemlock: Boast about how big of a fish she rode last week. Everytime she mentions the size of the fish it goes up by a few centimeters. She is currently at 156 cm long. She has a nice buzz going, but will occasionally comment on how she doesn't feel anything yet.
  • Fir: Doesn't like boozing and is only here because she likes Redbud. She has been pretending to drink along with the rest of them and tries to fit in by talking nonsense while swaying heavily.
  • Juniper: Tries to get his brother to stop telling this story, but clearly can't handle him. He is on the verge of tears though too drunk to understand why he is crying if he inevitably breaks down.

The chapel

A small altar stands below a window, a copper insence burner on top. Wall hangings with religious themes decorate the two walls to the side. 

There is a thick curtain to the west from behind which occasional sloshing of liquid can be heard leading to the bedroom.

Behind the left wall hanging is a niche with a small golden idol. 

2 sprites are having a theological debate in front of the altar. Enamored with the wall hangings they have both converted to what they believe to be the faith that is depicted on them: the Star Lady who's blessing they seek and the Flaming Bull which will signal the end of the world. Their argument is about whether or not the Star Lady can see them during the day when the sun is out.

  • Spruce: No longer finding joy in the pranks she pulled with her siblings, she has found a higher calling. She still pranks, but now it is to bring a smile to the Star Lady up above. She believes the Lady must always be looking down on her, after all she wouldn't be much of a divine mother if she left her followers without her guidance half the time. She accuses Willow of being half of faith.
  • Willow: After a near death experience she believes she has seen the Lady in person. She now lives in her name, looking to spread the faith. She believes the Lady leaves during the day, after all everyone needs rest so the Lady looks after us when we are at our most vulnerable: when we sleep. She accuses Spruce of being in love with the Lady and wanting her all for herself.