A Telling Ellipsis…”

An additional or alternative Magic System for Into the Odd and its offspring

wizard

When it comes to magic in TTRPGs I like it when spell casters have the freedom to choose how their magic is deployed. If a character can produce a fireball I’m never sure why they can’t use a similar technique to light a fire or illuminate a room. What follows is an attempt to demonstrate a method by which magic can be expressed narratively to perform actions rather than used as a collection of single use tools. To be clear though this method may be used to simulate a world where magic is expressly used to manifest tools, that could be interesting in itself! The goal is to step back and try to establish fictional costs and repercussions for the use of magic rather than limiting its use.

The scope of magic

Magic is a function of world building. It represents a way of interacting with the world beyond what is possible in a purely physical sense but it must obey its own law. It carries narrative weight and isn’t a way for players to hand wave their character’s problems. Magic has three primary components, firstly the source of the magic user’s power, second the magic user’s intention, and third the method by which they will use their ability to achieve that end. It is vital that the player and the referee agree the source and scope of a characters magical power so that any impacts or consequences can be appropriately described and there isn’t confusion over what is likely to be achievable. These rulings will build up over time.

Characters without magical ability may be able to use magic by employing enchanted items or following instructions. In order to feel magical, though, a procedure for a magic user exercising their ability should avoid feeling like a button press or a firearm.

Sources of magical energy

Where a magic user gets their power is crucial for understanding what actions they will describe and what the related risks are. A character who must negotiate with spirits to effect changes to the world in their behalf will describe the same desired outcome differently to a character who channels the power of a god. Likewise the referee will describe risks and costs differently even if the mechanical result would be the same.

D6 example sources of power:

  1. The magic user’s own life force. How much does this action drain you?
  2. The energy of the world around. What impact does drawing the power have on the environment?
  3. The gift of a deity or patron. Is this use of magic aligned to their will?
  4. Granted under contract. What are its terms?
  5. A request of the environment. Will the world let you change it?
  6. Taken from something unimaginably powerful. Does it know?

A spell casting procedure

Using magic to achieve a goal is no different to using a mundane tool but the effort, requirements and potential complications look different.

  1. When a character with magical aptitude attempts to use their magic to perform an action the player must describe their desired outcome and method.
  2. The referee must then judge whether the desired outcome is possible within the limits of the magical ability the character possesses and any other risks the action may carry to determine whether a roll is required.
  3. If the action is commonplace, the spell is rote or simple enough and there are no risks in the intent the player must describe the action taken and the referee must follow with its impact.
  4. If the action carries risk or the spell is complex or demanding the referee must outline the risks involved. The risks should take into account the intended outcome as well as the source of the character’s power and the method they are using.
  5. If the player wishes to go ahead with the action in the light of the risk they must make a save relevant to the risk.
  6. The referee must describe the impact of the result including how any risks manifest or are mitigated.

Learning magic

Some magics are simple and don’t carry much risk for a skilled practitioner but the risk of even complex tasks can be mitigated by practice and training. Who can deliver the training, how easy they are to locate and how long it takes are determined by the referee in the context of the setting. Importantly though magic is a method not a set of discreet tools and treating it like that should have consequences.

Consequences and risks

Risks associated with using magic come from three main sources:

When considering consequences referees should always take into account the source of the magic user’s power and use that as inspiration and to colour descriptions.

If a magic user is established in fiction to be adept at performing a particular action through repetition or natural ability it may be easy for them. In these cases a roll may not be required for the sake of the magic alone. That is not to say however that they should be taken lightly. Creating a light may be easy but creating a light under stress may not. Turning into an animal may be trivial with practice but may be addictive.

Characters may find themselves using particular magical solutions to problems repeatedly. This is an opportunity for the referee to ensure the action doesn’t appear safe. For example if a character becomes invisible every time they encounter hostile forces consider what being invisible means, maybe they travel to another plane each time and attract unwanted attention there, maybe they start to fade permanently.

A note on costs, durations and materials

The cost of spells, how long they take to cast and their material components are a matter of tone and narrative scope. Costs in particular will depend on the source of the character’s power. Sometimes costs will need to be negotiated in the moment, consider these opportunities to express character.

Changing the world in a major way may require long rituals which become the focus of the game for a time as characters prepare, or they may require an enormous personal sacrifice in a single moment of high drama. Both of these could be possible in the same campaign depending on the tone the table are interested in.

Similarly material requirements will vary greatly depending on how the table wishes to manifest magic in their setting. Components may be specific details which need to be collected and tracked. Descriptions may include using elements of a scene to manifest change such as throwing sand or growing plants. It could be that a ritual requires a sacrifice. When considering these elements take into account the table’s goals of play and safety tools.