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The magic system lets you be a big weirdo with your magic choices and it's not going to decontextualize on cast. Having all spells deal the same damage allows for more personal creativity for sure.

Would y'all be interested in defining some flavorful spells at some point? Everyone has a "Weird" in their head, but we all really dig your Weird.


Thanks a lot! The magic system is from World of Dungeons (a retro-hack of Dungeon World) and the rules for creating your own spells are designed to be pretty vague and loosey goosey. The game I run doesn't really have any lists of spells per se, it's mostly about what the characters WANT to do with their magic, followed by a short discussion about how that would work, what's required, any costs, dangers etc.

One of the players has "Fire & Shadow", which obviously lets him set things on fire (of course), but he's also done stuff like turning himself into a living shadow, so that he could sneak up on people, dissapear into the darkness, etc.

Another player took the "Dreams & Portals"-magic, which he's used to open a gate to his own pocket-dimension, where he dumps things and sometimes even creatures. He also closed a portal around a giant snakes neck, which decapitated it instantly. There's a lot to play around with, both as a game master but especially for the players. Just remember that the more they ask for, the harder they should suffer if they fail the spell roll. The spirits that give the characters their magic powers are fickle and sometimes cruel and demanding, so I'd suggest bringing that element into your game! Like say yes, whatever it is the player's asking for, but also let them know how much of a danger they're in should they fail with their roll.