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Alternative Magic System

I may have not expressed it clearly before, but I have a strong affinity for minimalist and open-ended magical systems both in my reading and writing.

So this is a fast and straightforward alternative rule that is compatible with B/X DnD and can be easily customized for use in other systems.

I am utilizing the core mechanics of the Push game developed by the talented Cezar Capacle, while incorporating certain alterations and considerations for game design.

The core mechanism of the push follows below:

“Whenever your character attempts something that you consider  dramatically interesting, roll 1d6.

Check your result: 

On a 7 or higher, it's a MISS.

On a 5 or 6, it's a STRONG HIT.

On a 4 or lower, it's a WEAK HIT, but you can choose to roll +1d6.

If you do so, you must add it to your result.”

  • At first glance, the spell will have a STRONG HIT, resulting in its complete impact without any repercussions.
  • If the spell results in a WEAK HIT, it will still manifest, but there could be plot or environmental consequences. It may open up an opportunity for counter attack or cause only half the intended damage.
  • In the event of a MISS, the caster's attempt to conjure the spell will fail, leading to severe consequences. The caster may sustain injuries, suffer corruption, or be unable to channel the effect again.

Magic Words

  • When beginning at the first level of advancement, a mage is given two magic words, for example "fire" and "create". "Fire" is considered a primordial word, and this magical word can extend beyond mere elemental manifestations, encompassing concepts like chaos, time, and entropy. The second word is an aid word,  that helps the mage in manipulating the primordial word, providing options like creation, manipulation, and amplification.
  • As the spellcaster progresses through each level of advancement, a new word is added to their repertoire of knowledge. This word may either be primordial or aid.
  • At odd-numbered levels, the spellcaster has the option to add an arcane focus that is linked to a primordial word. These foci will increase the chance of success on the roll by +1. For instance, with the addition of an arcane focus, a successful roll can now be achieved with a result of 5 to 7.
  • In a standard OSR or B/X game, the amount of damage dealt is determined by the number of words used. The following scale is used:
    • 2 words: 1d6 damage
    • 3 words: 1d8 damage
    • 4 words: 1d12 damage
    • 5 words: 2d6 damage
    • 6 words: 3d6 damage 

From there, the damage is increased by an additional d6 for each additional word used.

  • The combined effect of each set of words can only be executed once per session. Or (I will need to conduct further testing on this option and fine-tune the numbers according to the different levels):
    • 1st lvl:  can use 4 words
    • 2nd lvl: can use 6 words
    • 3rd lvl: can use 8 words
    • and so on
  • Range: According to aid words, if not by touch.
  • Effect time: Concentration or aid words can justify longer or permanent effect.
  • Extra word: The caster can add one word, "extra" or "any," to their spellcasting, but it will impact the roll outcome. A roll of 3 will result in a Hit, while rolls above or below 3 will lead to a MISS or a Weak Hit, respectively.

Complementary tables 

Miss consequences (might expand to d100 outcomes)

1d6

Consequence

1

Corruption (extra forehead eye, feet become goat paws etc.

2

Take the number of words used in d6 damage.

3

The words used in the casting attempt can no longer be used on this day.

4

The next casting attempt will only occur with a natural 6, a 5 will be a WEAK HIT.

5

The exact reverse effect happens.

6

The conjurer permanently forgets one of the words used in the casting attempt.

Examples of Words (choose or roll 1d8)

Primordial Words

Aid Words

Elements (Fire, Air, Earth and Earth)

Create

Caos

Manipulate

Entropy

Enhance

Light Energy

Distort

Matter

Teleport

Feral

Observe

Mind

Aware

Life 

Annihilate

Death

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Absolutely badass!

Absolutely love it! 

Oh this feels cool! I’ve just been playing IKENFELL and using Push in this way reminds me of the great─nice─oops! outcomes in the spells there

Nice! Thanks so much Sean! Had not checked INKENFELL but will shortly!