Tag Archives: magic

Magic Monday: AI Magic 3

Week 3: Magical Happyfun Singalong Time This is the old magic, the magic of voice and drum. Words are magic, and math is magic, and some spells combine these in the sorcery of song. Strict GMs may require a Perform … Continue reading

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Magic Monday: AI Magic 2

Week 2: Unnatural nature Why would you, the discerning magician, be satisfied with normal plants and animals when you could make things weird? Conjure Bark You enclose yourself, or somebody you touch, in a magical semblance of a tree, which … Continue reading

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Magic Monday: AI Magic 1

(I’ve mentioned before that I’m a fan of Janelle Shane’s “AI weirdness” blog. Recently, I followed a link to this old post, in which the neural network created a list of spell names for D&D, and this has inspired me … Continue reading

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YAOSC: Time to build some magic

Background Recently I’ve been putting renewed thought into my fantasy heartbreaker RPG; in this case, the long-deferred question of how the magic system will actually work. My Magic Monday series has ended up as a sort of catch-all for fantasy RPG … Continue reading

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Magic Monday: Undoing, part 2ing

So last week we talked about counterspelling and dispelling rotes (normal “spells” in the D&D magic paradigm). This week we’re talking about the same for rituals and gnosis. Rituals This is magic-as-natural-philosophy. Like a chemical reaction or a Rube Goldberg … Continue reading

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Magic Monday: Undoing

Unlike Necropraxis, I’m not building this system on a base of Vancian magic, in which (even without spell levels) each bit of magic is like a bullet that you load, fire, and are left without. So while the post linked … Continue reading

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Magic Monday: governed by skills

One of the funkiest tasks in making a fantasy game has got to be the magic system. Rules for travel, combat, and any number of other mundane tasks can be modeled on real-world data, as in Justin Alexander’s famed breakdown … Continue reading

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