Sunday, March 31, 2019

Arcadian Sunset: Magical Miscasts


Warning, if you intend to play Arcadian Sunset, the following post might be considered a spoiler. 


If you read the magic post, I have expanded the seven schools from Wonder & Wickedness into fourteen by adding three schools from Marvels & Malisons, and also four new ones created by me (But populated in large with spells from Vaginas are Magic and Eldrich Cock). Now M&M don't have miscasts so that was something I had to complement them with, and obviously the new schools would need them as well. In writing these miscasts I have tried to embrace the idea of spells being trapped spirits. In this paradigm miscasts represent the spirits temporarily breaking free and working for its own agenda. I have tried to include some (partly) beneficial effects as well as the negative ones, and at least one with long reaching consequence, beyond even the party. When it comes to Apotropaism (anti-magic) I have opted to make somewhat nicer miscasts, this is because it is a school that is likely to be used in situations where disruptions and therefor miscasts will be common, and if using Apotropaism to defend against hostile magic as rule leads to worse result than not using it, it would be a rather pointless magic school. For the spells from VaM and EC which have their individual miscast tables. Roll a d12 and look at the individual table for values 1-6, for 7-12 reroll on the school table.

So when do miscasts happen? There are a number of situations.


  • When casting the spell from your spellbook, without memorization.
  • When you becomes disturbed casting the spell, for example by suffering damage.
  • When casting while encumbered.
If any of these conditions apply you need to test your will to avoid the miscast table. And if more than one of these conditions apply, you will get one disadvantage for each one beyond the first.

Miscast Tables:


Physiurgy


  1. The spell leaves the sorcerer and take up residence in the target.
  2. The sorcerer’s hair grows quickly and continually at a rate of 20cm per hour; it is also slightly animated, and grabs at the sorcerers arms and legs if long enough. If not regularly cut, the hair tangles the sorcerer’s arms. if the hair reaches their knees or beyond, reduces their movement to half normal speed. Any hair cut off rots away in moments.
  3. Twenty-five years of the sorcerer’s life drop away in an instant, possibly making them a very small child. If the sorcerer is younger than twenty-five then they disappears into cosmic pre-birth.
  4. All animals in the vicinity are brought back to life. This includes rations and leather, which will crawl and flap about blindly.
  5. The sorcerer loses the ability to perform physiurgy, and the sorcerer can never be healed or cured by physiurgy spells. Except for one more time. The sorcerer is aware of this.
  6. The spell will have the opposite of the intended effect. Instead of healing, it will damage, instead of curing disease it will cause a new disease.
  7. The sorcerer will start to dream of a far off place free from disease and trouble that they has never been to. The dreams will continue until they go there.
  8. Whenever the sorcerer heal someone, the damage/sickness needs to be transferred to some other person nearby.
  9. The sorcerer becomes 20 years older.
  10. Everything on the same landmass as the sorcerer gains the ability of regeneration. Healing any damage from physical violence, poison etc, but not from starvation.
  11. The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
  12. An entirely different spell from the physiurgy school has been cast. Roll a d10 on the list for the physiurgy school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.

Apotropaism


  1. There’s a supernatural voice within the head of the sorcerer that is attempting to guide them towards something. It could be good, or bad, but there is no way to tell for sure until they reach it.
  2. Elsewhere across the dimensions, an spirit/undead/demon of HD equal to that of the sorcerer has emblazoned upon its alien mind the name, nature, and history of the sorcerer, who becomes its enemy. It is then transported to the same plane as the sorcerer, 1d20 km distance, and seeks to slay the sorcerer. However, before death, it wishes to embarrass, harass, bedevil, and otherwise cause all manner of harm possible to the sorcerer and their friends and allies.
  3. The sorcerer swaps life force and bodies with the nearest living thing.
  4. An inanimate object in the sorcerer’s possession gains sentience and a voice.
  5. The sorcerer’s hands find a mind of their own and take a severe disliking to the tyranny of the mind. They set about choking the sorcerer to death, only to lapse back into servitude as soon as they passes out.
  6. The sorcerer is swept away to safer place. Treat as if the target of All Alone in their Nirvana.
  7. The sorcerer cannot sleep until they are reduced to zero hit point. They suffer 1d6 points of damage per day they misses sleep; this cannot be healed naturally or by magic until they finally gets some sleep. If reduced to zero hit points, they then sleeps unceasingly for a length of time equal to all the sleep they missed; nothing, not even further damage by weapon or slapping, wakens them from this sleep. This sleep cures all the damage suffered due to the wakefulness. The sorcerer is forever immune to sleep spells and the like.
  8. Electronics, other magic, magnetism and more just don’t work around the sorcerer.
  9. The sorcerer is unable to speak without swearing, thus making magic impossible for the duration. Lasts d6 hours.
  10. Evil spirits attack the sorcerer, disguised as their dead loved ones, explaining how disappointed they are in the sorcerers life choices.
  11. The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
  12. An entirely different spell from the apotropaism school has been cast. Roll a d10 on the list for the apotropaism school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.

Arachnomorphosis


  1. The sorcerer gains the ability to “spin” web. It is strong and valuable and can be used to create armor.
  2. Whenever the sorcerer go near plants, spiders burst forth from them. Also the plants find this uncomfortable and become hostile to sorcerer. Whenever the sorcerer comes nearby they become animated and try to make life a bit harder for the sorcerer.
  3. The sorcerer shrinks to the size of a tarantula.
  4. The sorcerer turns into a human sized spider.
  5. There’s something wooden and plantlike growing inside the sorcerer, and it will never stops. But continue to grow, trying to find its way out.
  6. The area is covered by web. The sorcerer becomes trapped. Others may save with dexterity.
  7. Spiders become attracted to the sorcerer. They are continually swarmed by normal small spiders; whenever they go into a barn, cellar, or dungeon, they are as a veritable cloud around them and upon every surface nearby. Whenever the sorcerer passes within a km of giant spiders, they are compelled to follow the sorcerer at their swiftest speed and attack them.
  8. The sorcerer no longer speaks or understands any known tongue, instead favouring a slightly unpleasant language made up of shrieks and mumbles.
  9. All weapons of war in the vicinity turn into flowers.
  10. The spiders decide that enough is enough, and form a kingdom of their own. They elect a monarch, start building cities, create a regular army and then declare war on mankind.
  11. The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
  12. An entirely different spell from the arachnomorphosis school has been cast. Roll a d10 on the list for the arachnomorphosis school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.

Blood Sorcery


  1. A sickness overcomes the sorcerer, causing them to cough up a blood. The blood flows away as though in a hurry to be somewhere, where it forms a doppelganger of the sorcerer. The doppelganger is similar to the sorcerer in most regards, but it is also jealous of the sorcerers life, and will try to gain everything the sorcerer have for themselves.
  2. Whenever the sorcerer suffers damage from a slashing or cutting weapon, the blood spilt instantly transforms into a goblin or like creature upon hitting the ground. For each 6 damage taken, one goblin is formed. Each has 5 hit points, with the odd remaining hit points, up to 6, forming the last goblin. These creatures are utterly inimical to the sorcerer, and attack them at every opportunity.
  3. The sorcerers blood becomes extra tasteful for vampires and cannibals, and provides twice the nourishment.
  4. The sorcerer begins to bleed from their eyes. It does not harm them, but looks hideous. This lasts for the rest of the day, but can come back if the sorcerer becomes emotional.
  5. Any time the sorcerer passes within the area of light cast by a light source, be it candle, torch, lantern, bonfire, or even a light, daylight, or continual flame spell, the light source have a one in six chance of going out (if it is a continual flame, the flame returns when the sorcerer leaves its area of light).
  6. The sorcerer’s blood becomes thin and slick, as they suffers from hemophilia. Every time the sorcerer is cut they starts to bleed profusely.
  7. The sorcerer develops a taste for the flesh of humans. and can only subsist on such flesh; all other foods are regurgitated or simply provide no sustenance. For every day they goes without the flesh they suffers 1d6 points of damage, which cannot heal naturally or be cured by magic until they once again consumed forbidden flesh.
  8. The great being of salt has its attention on the soccer. When they bleed, the wounds will not stop through natural means.
  9. The sorcerer turns into a vampire.
  10. The greatest vampire in the land awakens, and becomes strangely aware of the sorcerer.
  11. The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
  12. An entirely different spell from the blood sorcery school has been cast. Roll a d10 on the list for the blood sorcery school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.

Atrophism


  1. Any iron or steal the sorcerer touches or wears rusts and turns to dust, even through a cloth or glove or other garment.
  2. All exposed liquid within 12 meters turns to milk. That milk then curdles.
  3. All metal within 20 meters becomes incredibly hot for d6 turns. Anyone wearing armor or carrying weapons must take d6 Damage per turn.
  4. The sorcerer slowly forget everything about themselves. Every time they try to remember something about themselves there is a one in three chance that they permanently loses that memory.
  5. The spell cast is permanently replaced with another spell.
  6. All the sorcerer's gold turns to lead.
  7. All vegetation within a km withers and dies. Any normal, non-sentient and non-monstrous plants smaller than and within s meter of the sorcerer wither and die if they remains in the area for a minute or more. Sentient plants feel deeply uncomfortable near the sorcerer and is at disadvantage. Larger plants such as saplings and trees grow sickly, but do not die unless the sorcerer remains within range for an hour or more per century of age of the tree.
  8. The sorcerer’s teeth all fall out. The sudden loss causes them to be at disadvantage to making magic due to their poor diction. After a nights sleep a fresh set grow in.
  9. The spell being cast won’t stop. It goes completely haywire, out of control, firing off madly until the sorcerer is subdued.
  10. The sorcerer is afflicted with the Idea of Thorns
  11. The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
  12. An entirely different spell from the atrophism school has been cast. Roll a d10 on the list for the atrophism school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.

Yam-Yub


  1. All primary and secondary sex characteristics become exaggerated. For example breasts and dicks grows to gigantic size, on the border of what seems humanly possible.
  2. The sorcerer will begin to start feeling the urge to lay an egg, then it happens! Roll on encounter table to see what hatches from the egg.
  3. The sorcerer suddenly splits into two separate yet identical versions of themselves, one good, one evil. One female one male. Flip a coin to see which is the evil one. One of these will quickly try and escape. The only way the sorcerer can return to normal is to retrieve the other and merge back into one by touching them.
  4. The sorcerer is overcome with amorous intent for the nearest person, this will last until they have sex.
  5. Whenever the sorcerer has sex, they and them partner switch physical sexes (if applicable). they cannot switch back by having sex with the same partner.
  6. The sorcerer becomes sexless, and lose all sex characteristics. The sorcerer’s genitalia, external and internal, disappear. Urine is now released through the anus. Secondary sex characteristics become androgynous.
  7. Every time the sorcerer has sexual intercourse with a member of the opposite sex, they becomes pregnant (if the sorcerer is male, they impregnates their partner). The pregnancy is startlingly quick, lasting merely nine days, and unfortunately, the child born is a demon, utterly inimical to its “parent”! The demon is of a random level of power, no greater in HD than twice the level of the sorcerer of the curse, and in addition to any other powers, has the ability to take the form, with an appearance that makes the relationship obvious and undeniable. Each such child seeks to slay its accursed “parent,” but first wishes to destroy them and all them friends, allies, accomplishments, and causes, in a manner as painful and degrading as possible.
  8. The sorcerer starts to pour sweat from all their sweat glands profusely for 1D6 hours.
  9. The sorcerer changes biological sex, but keeps the same gender and sexual preference. They also becomes incredibly sexy.
  10. Vagina becomes portal to hell. Or Cock becomes sentient and possessed by demon.
  11. The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
  12. An entirely different spell from the same yam-yub has been cast. Roll a d10 on the list for the yam-yub school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.

The Power Cosmic


  1. A portal is opened to a paradigmatic battleground, allowing an angelic or demonic figure to pop through.
  2. The misappropriation of magical energy causes time to slide ahead: 1d6 days for every spell level passes instantly. All characters within 5m staying in the same place the entire time. Any environmental effects of the sorcerer being in that spot unmoving for that many days are instantly applied The characters are then affected as if they have not eaten or slept in that entire time.
  3. A random spectator’s bones mysteriously disappear. Even more mysteriously they doesn’t seem overly put out by it. they can’t fight or cast magic and can only very slowly shuffle about as a gelatinous blob of flesh, but they are generally unharmed. After d6 hours the bones pop back into place from wherever they went.
  4. The sorcerer suffers a coughing fit for d6 turns, after which d8 gremlins tumble out of their mouth and start biting peoples faces.
  5. Odd and alien light floods a 25m area, destructive and harmful to physical life, but so strange that biological bodies don’t know the proper response to the harm suffered. Bodies therefore guess at how they are supposed to respond to the malignant force, deciding to “remember” the last damage suffered and recreate that to express the harm caused by the light. Every sorcerer within the area re-suffers the last damage inflicted upon them. If the specific damage suffered cannot be remembered, then surely the foe that caused it can be; assume maximum damage was suffered. If even that cannot be remembered, the sorcerer suffers 1d20 points of damage. If a sorcerer has never before suffered hit point damage and is subject to this effect, it does no damage and instead doubles their maximum (and current) hit point amount.
  6. Uncontrolled extradimensional radiation floods an area equal to the intended spell level x 5m radius. Every biological creature of at least one Hit Die (except the sorcerer) suffers 1d6 damage. The sum of the damage done is pooled together, and this pool of damage heals the sorcerer up to maximum hit points, but all remaining damage beyond that is subtracted back from the sorcerer’s hit points.
  7. The sorcerer has a second head burst forth from their shoulders. The second head is them opposite in all things; The second head knows everything the sorcerer knew up to the time of its creation. The sorcerer is usually in control of them body, but there is a 1 in 6 chance per hour that the second head has a chance of taking over the body. Roll a d60 for which minute of the hour the second head takes control. This control then lasts for a d8 turns. After that there is a 1 in three chance that the head keeps being in control for an additional d20 turns, and after that there is a 1 in three chance that it remains in control for an additional d4 days. But during these days the sorcerer has a likewise chance of gaining control. The second head has its own goals and plans, invariably at odds with those of the sorcerer. If the second head is chopped off, it simply grows back within moments. Optionally, if a magical sword is used to chop off the head, the head instead grows its own body, exactly like that of the sorcerer, and becomes an individual on its own. If the second head has the sorcerer’s head chopped off, events transpire in the same fashion... and note that though the sorcerer does not know how the second head can gain its own body, it does.
  8. All currency in the sorcerer’s possession turns into beautiful butterflies that flap off into the sky.
  9. Microscopic organisms floating in the air are engorged with strange energies, growing large enough to be seen and emitting glowing hues. They pass through all matter freely and devour all perishables (food, oil, torches, ammunition, gunpowder, basically any item individually accounted for and expended in a sorcerer’s inventory, money and other such valuables excepted) within a 1m per spell level radius.
  10. The Moon gets increasingly closer to the sorcerer. At a speed of 1000 km per day.
  11. The spell-spirit is let lose. Treat as if the Summon spell (see LotFP Rules & Magic) has been cast, with the creature having Hit Dice equal to the level of the spell originally attempted +1d4. The creature is automatically out of control. It addition to its other powers it can cast it's "spell" at will, but each time it does so it takes 1d6 damage. You are no longer able to cast this spell.
  12. An entirely different spell from a random school has been cast. Roll a d14 on the list for the magic school, and a d10 for the spell from that school. (reroll if the intended spell comes up) with a 1d10 effective sorcerer level. If the spell requires a specific target or target area, determine this randomly.

Tuesday, March 26, 2019

Arcadian Sunset: Spells

Process

I was rather constrained in creating these spells, but constriction breeds creativity. Raggi introduced this method of using the titles of metal songs as the names of spells. I think this is a great way to inspire yourself to make something original and flavourful, so I followed that although I relaxed it a bit in that there are many other song titles that make good spells. In particular I used a lot of Neofolk songs. But in addition to this I already had a bunch of magic schools I needed to fill out, and some specific effects I wanted in the game. So I really had to get creative.

The Spells

All Alone In Her Nirvana

The target of this spell is transported to a dimension there their every wish seems to be granted, except no other sentient being ever appears. This lasts for one turn per level of the sorcerer. The spell can be broken earlier if the target manages first a wits test to figure out that the fantasy isn’t real, and then a willpower test to break it.

Dark Wood Too Awakes

The heart of any forest is the same. This spell lets the sorcerer show this truth to the world. By entering any completely dark place in a gathering of plants, the sorcerer can emerge from any other, on the same plane of existence.

God's Golden Sperm

Money and sex have long held a connection. This spell allows the sorcerer to eat gold, or other precious metals, or even jewels, and thereby ejaculate enormous amounts. For each 50 GP consumed a bowl can filled with sperm, and if eaten this can serve as proviant for a day. Up to three portions per level can be created this way. Inanimate objects touched by the sperm will become alive if their monetary value is less than what was consumed. Animated object will try their best to please their fathers, but has limited intelligence, and only a lifetime of one hour per level.

Holy Blood, Holy Union

By shedding just a cup of their blood a sorcerer can turn it into several (five per level) liters of weak wine. Beyond extinguishing thirst, everyone that drinks this wine will become mentally linked until they next sleep, allowing thoughts to be transmitted between all that has partaken of the wine. On the other hand none of the drinkers will be able to lie to each other for as long as the wine is in effect.

Into the Menstrual Night I Go

The sorcerer cuts into their vagina which starts to bleed profusely. (If they didn’t have one before, they have to cut a jack which turns into a functioning vagina for the duration of this spell.) This loss of blood does not hurt the sorcerer in any way though.  The spell allows the sorcerer to birth creatures of shadow to serve them.  One creature can be birthed per level, they each take one round. The spell lasts until all creatures have been birthed or the sorcerer goes to sleep, whatever happens first. The creatures will have 1d4 in each attribute (roll once for each creature) and have infra-vision but will dissolve in sunlight. They obey their mothers commands, but can not themselves speak. For each fifth level of the sorcerer, the sorcerer may half the number of shadow creatures to add 1d4 to their attributes. As long as the spell is active the sorcerer have infra-vision and continues to bleed profusely.

Mirror Mirror

The sorcerer creates a body double of themself except it has the opposite sex (but the same gender), and it is mirrored. The same is true for equipment the sorcerer carry. (It will become reflected, and also adapted to the opposite gender norm, ie skirts will become pants.) The double lasts for one turn per level, before it vanishes in a puff of smoke. If the double becomes damaged the sorcerer become likewise damaged as well, and vice versa. the sorcerer and the double shares spell slots and prepared spells. The double will not be under the sorcerers mental command, but will generally be emphatic and reasonable, as long as it is treated well, and not unnecessarily put in harm's way. It can access all the sorcerers memories, and will know how the sorcerer have treated previous doubles.

Nekrotastic Extasy

The orgasm is often called the little death. This spell allows the sorcerer to come into communion with the dead when they reach their climax. One question may be asked per level, and it will be answered truly if the answer is known by any dead with a connection either to the place or the sorcerer.

Once Upon A Time

The sorcerer weaves a tale about their target telling them (truthfully to your knowledge) how they came to be in the situation at hand, and then about the moral the sorcerer wish them to learn, and how to behave in the future. The target will take the lesson to heart and act upon it for at least an hour per level. The moral must be at least superficially reasonable , and their actions follow logically from it. The target can make a willpower save to avoid.

Ode to the Beloved and Impaired

When our cherished possessions wither and break, so that they can no longer fulfill their purpose, it can break your heart as well. This spell allows the sorcerer to turn back time and make the object like when it first came into your possession. For it to work, the object must be yours in some either legal or emotional sense, and the sorcerer must be able to cradle it in your arms. By hugging it close and poring your feelings out, it returns to the way it was when it first became the sorcerers. Alternatively the sorcerer can perform the spell by proxy, touching someone and giving them the ability to save on of their possessions.

Veins of Glass

By turning the veins of their target into glass the sorcerer can render them quite immovable, and in addition any hit might break the glass, causing double damage. It can either affect one target for a number of rounds equal to the level of the sorcerer, or a number of targets equal to half the level of the sorcerer (round down) for a number of rounds equal to half the level of the sorcerer (round up).

Rose Clouds Of Holocaust

By biting into their lip, and then blowing the blood into the air so that the blood becomes aerosoled, the sorcerer can form a opaque cloud covering an area up to 4m in diameter per level. All beings caught within the vapor cannot see beyond half a meter. The cloud lasts two rounds per level, or until a it is blown away.

Sheep for a Lifetime or Lion for a Day

The sorcerer turn people into either sheep (failing each moral test) or lions (passing each moral test). One target can be effected per level, but the sorcerer need to touch the target for the spell to have any effect. The effect last for a day and a night.

Song Of The Flower

If the sorcerer sing to a plant it will listen, and answer back in the same way. Non- sentient plants are generally cooperative and can even bend and likewise move upon command.

The Angels Of Ashes

One third of the Angels remained loyal, one third rebelled and one third stood by doing nothing. This spell lets the sorcerer summon one of these “neutral” angels. The angel is invisible and immaterial but can still apply force to the environment. It can push stuff, lift things etc, if you need attributes for the angel it is the same as the level of the spell. But it will under no circumstance take a side in a conflict between any sentient or even semi-sentient creatures, and it never does a truly good or evil deed. The Angel remains at your service for 3 turns per level.

The Body Speaks In Tongues

By turning off the higher language functions the sorcerer can become fluid in body language, allowing the sorcerer to communicate fluidly with another individual within the range of sight. Both the sorcerer and the individual must be able to move all the limbs of their body, and see each others body.

The Cloud of Unknowing

The sorcerer blows out a cloud black of black smoke covering an area up to 4m in diameter per level. Everyone who inhales the smoke loses all episodic memory. Make a Might test to avoid inhaling.

Under Rotting Sky

For a subject of this spell, the world turns into a decaying nightmare, even the sky seems to be rotting. This causes an uncontrollable vomiting, rendering the subject busy for the duration, which is one round per level. For the spell to work the subject need to have some sense of smell and a digestive system.

13 Years Of Carrion

This spell causes all food within 10 meters to rot. It causes the spontaneous generation of vermin, worms and maggots. Water turns bad. Anything holy becomes unsacred.  If performed on food that already have gone bad, it is instead made eatable by causing the degeneration of bacteria. This does not make the food more appetizing though.

Saturday, March 23, 2019

Arcardian Sunset: Magic Schools


The basis for my magic system is Wonder and Wickedness, so I'm going to use all the Magic Schools from that and all the spells. But I also wants to use the spells from Vaginas are Magic and Eldrich Cock, and some of the spells from Marvels and Malaises, not to mention some of my own, so I had to expand. To start with I included four of the schools from MM, I left out Cunning Craft because it felt a bit generic and Rope Tricks because it really doesn't fit the mood I intend for magic. I expanded each of these ten schools from eight to ten spells, and filled them with spells from VM and EC. I had a move some of the spells to make them fit (especially Necromancy become really crowded.)

New School


And finally I created four new schools: Blood Sorcery, Atrophism, The Power Cosmic, Yab-Yum. These where designed based on commonalities of the VM and EC spells.
  • Blood Sorcery deals with blood, gore, vampirism, darkness and similar stuff.
  • Atrophism is the magic of decay and chaos
  • The Power Cosmic is weird shit. This is the realm of meta-magic, world breaking spells and also astronomical phenomena like planets and meteors. 
  • Yam-Yub finally is the magic of sex, ie what is between your leg. It involves cock magic and vagina magic, and a fair bit that can be practiced by both of the sexes.
The schools are listed in an approximate order of weirdness. So if you want to randomly chose a school you might want the method to be biased towards those in the beginning. I have been thinking something like:

Roll d20:
1-2 Psychomancy
3-4 Elementalism
5-6 Translocation
7-8 Spiritualism
9-10 Physiurgy
11-12 Apotropaism
13 Vivimancy
14 Diabolism
15 Necromancy
16 Arachnomorphosis
17 Blood Sorcery
18 Atrophism
19 The Power Cosmic
20 Yab-Yum


Spell List


And finally the schools and their spells:

Psychomancy

  1. Bewitch(WW)
  2. Comprehension(WW)
  3. Dominate(WW)
  4. Dread Manifestation(WW)
  5. Dust of the Sandman(WW)
  6. Fascinating Gaze(WW)
  7. Obsecration(WW)
  8. Plasmic Manipulation(WW)
  9. Venus Project(EC)
  10. You’re Just a Dream(EC)

Elementalism

  1. Chariot of Air(WW)
  2. Electric Grave(EC)
  3. Pyrokinesis(WW)
  4. Rockspeech(WW)
  5. Seduce Waters(WW)
  6. Spell of Subterranean Gullets(WW)
  7. Stormspeech(WW)
  8. Suicidal Winds(VM)
  9. Trapped Lightning(WW)
  10. Wind Barrier(WW)

Translocation

  1. Anywhere Out of This World(EC)
  2. Evacuation Code Deciphered(EC)
  3. Fold Space(WW)
  4. Living Gate(WW)
  5. Mirror Road(WW)
  6. Portal(WW)
  7. Recall(WW)
  8. Revisitation(WW)
  9. Spatial Coincidence(WW)
  10. Transmit Breath(WW)

Spiritualism

  1. Astral Projection(WW)
  2. Conduit(WW)
  3. Ethereal Boundary(WW)
  4. Plasmic Key(WW)
  5. Poltergeist(WW) (moved from Necromancy)
  6. Reality Shift(WW)
  7. Robe of Ectoplasm(EC)
  8. Second Sight(WW)
  9. Shroud(WW)
  10. Triumph of Death(VM)

Physiurgy

  1. Aura of Renewal(MM)
  2. Cure(MM)
  3. Wilson's Orange Draining(MM)
  4. Death Unto Life(MM)
  5. Salvation(MM)
  6. Milk & Honey(MM)
  7. Salvific Apport(MM)
  8. Killing Yourself to Live(VM)
  9. Last Oath(MM)
  10. Life Channel(WW) (moved from Necromancy)

Apotropaism

  1. Amulet of the Open Hand(MM)
  2. Deliver from Malison(MM)
  3. Seal of the Wonder Worker King(MM)
  4. Seal of Retribution(MM)
  5. Heka-Mirror(MM)
  6. Scapegoat(MM)
  7. Writ of the Otherworld(MM)
  8. Rite of the Seventh Day(MM)
  9. Hekaphage(WW) (moved from Spiritualism)
  10. Once Upon A Time(AS)

Vivimancy

  1. Bloodlust(MM)
  2. Genoplasm(MM)
  3. Indolence(MM)
  4. Quickening(MM)
  5. Ravening(MM)
  6. Serpent's Kiss(MM)
  7. Sheep for a Lifetime or Lion for a Day(AS)
  8. The Body Speaks In Tongues(AS)
  9. Totem(MM)
  10. Vitalize(MM)

Diabolism

  1. Bind(WW)
  2. Circle of Protection(WW)
  3. Conjure(WW)
  4. Covenant(WW)
  5. Demonic Assassin(WW)
  6. Gleam(WW)
  7. Miasma(WW)
  8. Occult Consultation(WW) (moved from Necromancy)
  9. Petition(WW)
  10. The Angels Of Ashes(AS)

Necromancy

  1. Baptised by the Black Urine of the Deceased(EC)
  2. Death Ray (WW)
  3. Deathlike Silence(VM)
  4. Lich-Craft(WW)
  5. Necromantical Screams(VM)
  6. Raise the Dead(VM)
  7. Sepulchral Voice(VM)
  8. Soul Harvest(WW)
  9. Soul Transfer(WW)
  10. Transmigration(WW)

Arachnomorphosis

  1. Arachnid Aspect(MM)
  2. Arachnid Allure(MM)
  3. Call the Cluster(MM)
  4. Dark Wood Too Awakes(AS)
  5. Silky Spinneret(MM)
  6. Song of the Flower(AS)
  7. Spidershape(MM)
  8. Tarantella(MM)
  9. Venomous Fang(MM)
  10. Web(MM)

Blood Sorcery

  1. Blood and Wine(AS)
  2. Curses Scribed in Gore(EC)
  3. Daylight Torn(EC)
  4. Masquerade in Red(EC)
  5. Mistress of the Bleeding Sorrow(VM)
  6. Rose Clouds Of Holocaust(AS)
  7. Storming Through Red Clouds and Holocaust Winds(VM)
  8. Those of the Unlight(VM)
  9. Transylvanian Hunger(VM)
  10. Veins of Glass(AS)

Atrophism

  1. Arguments Against Design(EC)
  2. An Autumn to Cripple Children(EC)
  3. Chaosgoat Law(VM)
  4. Funeral Fog(VM)
  5. Omnipotent Crawling Chaos(EC)
  6. Morbid Metal(VM)
  7. The Cloud of Unknowing(AS)
  8. Transform All Suffering into Plagues(VM)
  9. Under Rotting Sky(AS)
  10. 13 Years Of Carrion(AS)

The Power Cosmic

  1. A Blaze in the Northern Sky(VM)
  2. All Alone In Her Nirvana(AS)
  3. Chewing Through the Membranes of Time and Space(EC)
  4. Graveyard of the Lightless Planets(EC)
  5. I am the Black Wizards(VM)
  6. My Journey to the Stars(VM)
  7. Saturn and Sacrifice(EC)
  8. The Planet that Once Used to Absorb Flesh in Order to Achieve Divinity and Immortality(EC)
  9. The Voyagers Beneath the Mare Imbrium(EC)
  10. Those Who Dwell in Stellar Void(EC)

Yab-Yum

  1. Goat Perversion(VM)
  2. God's Golden Sperm(AS)
  3. Into the Crypts of Rays* (VM)
  4. Into the Menstrual Night I Go(AS)
  5. Lunar Womb(EC)
  6. Mirror Mirror(AS)
  7. Nekrotastic Extasy(AS)
  8. Ode to the beloved and impaired(AS)
  9. The Thrash of Naked Limbs(EC)
  10. Volcanic Slut* (VM)


* Only performable by people with a vagina.
† Only performable by people with a penis.
‡ Might change your genitalia, allowing you to cast a spell you normally wouldn’t be able to cast.

WW. Wonder and Wickedness
MM. Marvels and Malaises
VM. Vaginas are Magic
EC. Eldritch Cock
AS. Arcadian Sunset

Sunday, March 17, 2019

Arcadian Sunset: Magic

One of the things that really turned me on on OSR and LotFP was Vaginas Are Magic. This is an alternative magic system to LotFP.  Its a collection of 20 spells, and descriptions of what can happen when they go wrong. I then discovered that VaM is based on another supplement, Wonder and Wickedness. WoW doesn't have as outrageous spells as VaM, but that might be for the best. Variation and all that.

So it was an easy decision to use a magic system similar to those two.

In particular this means that it is a sort of Vancian system. Similar to that of D&D, but a bit simpler, and a bit more complex. Spells are not divided by level. You can memorize one spell per level. You can't memorize a spell unto multiple spell slots. (I don't want people to use the same spell all the time.) The more complex part is that spells can go wrong, for example if something disturbs the sorcerer during casting. In that case you are allowed to do a will check to force the spell to behave. If that fails, the miscast effect will apply. In VaM each spell have six unique miscasts, and six general, while in WoW, each spell belongs to a magic school and each school has 12 miscast effects specific for that school. I will mostly go with the WoW approach, although the spells taken from VaM (and Eldritch Cock) will of course use their individual miscasts.

Thematically I wan't to go back to more to the sources of vancian magic (which would be Jack Vance Dying Earth). This means that spells are sentient beings. Magic spirits with a will of their own. You don't prepare spells. You memorize them, making them temporarily leave their books and enter your mind. Miscasts then means that the spell is let out and out of your control.

The player characters in Arcadian Sunset are generally going to learn new spells in spell books they find. These spell books are going to be themed in the sense that all spells will belong to the same school. I plan to make a deck of cards with the spells for each school, so that I can randomize their content and never have the same spell show up twice. It will also we be really nice to just be able to hand out the cards to the players to read.

To learn a spell will require a Wits check. This one will be a sort of special check, in that I wouldn't want people to simply repeat the check until they succeeded. So instead what you would do is that every time you fail to learn a spell you write down the name of the spell on your sheet, your result, and how much advantage you had. If you then later raises your Wits to that level, you can learn the spell. Also if you get more advantage on the roll, you can reroll, and replace the written value. So learning spells is a bit complex, but I think it is needed to make it work out.

Things that would give you advantage on the learning roll would include already knowing a spell of the same school. Taking a lot of time (1 week) to study the text.

Likewise you can learn a spell from a person that knows it. But spells are semi-sentient memetic beings, they can only live in one place at a time, so if you teach someone a spell you will also forget it. Likewise if you learn a spell from a spell book it disappears from the book. And if you write it down you will forget it. You can cast spells directly from your spellbook but this will require a will save. It might even be possible to use a spell that you only have a vague memory of, but this would be at a disadvantage. At least.