@juergen_hubert
This is an idea I kind of dig from a roleplaying game perspective:
The idea that, even in a society where day-to-day living is pretty mundane, there will be folks who have a trick or folk charm or magical item at their disposal.
Not that the world is chock-a-block with flying carpets and flaming swords. More that you can never be sure even the lowliest peasant wasn't gifted an amulet of spell turning from some ancestor or kindly witch they helped out.
Worked on RPG rituals last night for exiling a criminal, osteomancy to look into the past, scrying to see a distant land, astral or shadow projection, protecting a newborn, marriage, and funerals.
As well as a ritual that lets you throw a sick party for your ancestors. If your party sucks their spirits haunt you until they get their absolute banger.
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@kjdavies @Da_Gut
I had something vaguely along the same lines I'd pointed out before, for 5E/OSR-ish games. But trying to minimize the number of die rolls, I tied the outcome to just a single d20 roll:
https://docs.google.com/document/d/1vdsQYT3L-9JXduke-wDkkMCKgD5t-mMiArvoD1_0iWw/edit?usp=sharing
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@LeviKornelsen
This was literally part of the reason I came up with the "Hazard Magic Plugin" for D&D-type-games.
https://docs.google.com/document/d/1vdsQYT3L-9JXduke-wDkkMCKgD5t-mMiArvoD1_0iWw/edit?usp=drivesdk
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@Jackgiantkiller
I did something a little similar with the KROP system. Most rules were cobbled OSR style. But the magic system had you rolling proficiency checks against 10+Spell level.
The result determined how many consequences you took:
* Crit. Success: no consequence
* Regular success: caster choose 1 consequence
* Regular failure: caster choose 2 consequences
* Crit fail: Caster choose 1 consequence to avoid. GM choose any others that happen.
https://drive.google.com/drive/folders/1nf486sZKmipaLTh6vOmqo-5uPfE5XM_D
@LeviKornelsen
Not exactly, but sort of along these lines:
The Autocrat & The Secret Regulations of Desire
[ a.k.a. "Why We Can Have Nice Wish Spells" ]
https://fantasyheartbreak.blogspot.com/2012/04/autocrat-secret-regulations-of-desire.html
#TTRPG #RPGMagic #RPGSettings
@mtblack
Intend next to try a system where characters gain casting dice (like d6 or d8) per level. Rolling one or more dice die expends them. The total rolled on the dice indicates the power drawn (spell levels + metamagic can cast).
If the spell repairs something or creates an enduring effect (more than a few minutes) then the die is "Burned" and inaccessible until a long rest. Otherwise the die is merely "Expended" until a short rest.
#TTRPG #RPGMagic
@shannonmcmaster Other folks have added a lot of good thoughts here.
To build on them and generalize though:
Magic becoming normal-seeming as players get used to it seems almost unavoidable. Unless, maybe, the magic is mostly outside their control and does not take the form of standard items/effects.
1/x
There is an advanced version that modifies the total of the letter values of a spell name if certain two and/or three letter combinations exist.
There is an feat/ability for spellcasters to acces these Second Number spells that have two values instead of one. This may be beneficial because spellcasters gain access to other 'schools' of spells they wouldn't normally have. (They start with 2 schools and gain 1 school every three levels.)
I spent time last night creating a Scrabble type of Gematria. I found a couple of letter frequency in English sources that changed a couple of values, but mostly stayed the same. I used a spreadsheet to calculate the values of the 5e srd spell names to generate nine new 'schools' of magic determined by gematria.
Letters have only one of seven values and my homebrew has seven elements instead of four.
Results later today.
#5e #worldbuilding #DnD #rpgmagic