Wednesday, December 23, 2020

Whispers in the Night (A Potential Spellcasting System for King of Kings)

In the world of King of Kings, magical spells are uncanny unearthly whispers which crawl their way into the ears of those who open their minds to them (whether willingly or not) when they are asleep at night. The whispers in their raw form are nigh unusable, but when focused through meditation, incantation, preparation, and other such elements they become incredible powers in the hands and on the lips of sorcerers.

This explanation for the existence of magic spells was something I initially created for a different game (although I've recently been thinking that that game, and several others, are probably set in the same world as King of Kings), in part as an explanation for the "Vancian" magic system built into D&D. King of Kings has used that system thus far, though only one spell has been cast in the game... I'm just thinking about the subject and tinkering with ways to tie spellcasting more directly into the setting and my conception of how those uncanny whispers work (which has diverged a little bit from the vague pseudo-Vancian conception I started out with!)

Also you will notice that a big part of this system is a 2d6 table somewhat reminiscent of the Turn Undead table built into the Cleric class in classic D&D. This was undeniably inspired by d4 caltrops's post on using the Turning table for other mechanics, which I found absolutely fascinating. So uh, yeah I guess let's just get into it!
I just really love this DCC wizard art, its got great vibes

So, to start with: the cleric and magic-user spell lists are merged (ideally with some modifications for some spells that I'm not a big fan of) because in truth the spells of mystery cults and of sorcerers are one and the same, with only their place in society differing. However, this does not mean that a spellcaster has access to all of these spells all at once. Firstly, alignment figures into it (with alignment in King of Kings being allegiance to one side or another in a dualistic cosmic conflict, rather than a description of worth or behavior), and secondly you are only ever able to cast spells that you know. Sure, this gets rid of the cleric's ability to prepare any of the spells from their spell list but uh... don't really care.

A spellcaster aligned with law/truth can only cast spells which are whispered into their ears by the stars above. A spellcaster aligned with chaos/deceit can only cast spells which are whispered into their ears by the moon which looms over us all. A neutral spellcaster can cast spells from either source, but is more unpredictable in their casting success than a caster who has dedicated themselves to law or chaos. This doesn't affect scrolls, which can be used by anyone regardless of alignment, since their whispered words have been caged to the page.

Before you get to repeating the uncanny whispers of the sky you have to prepare your spells for the day. You can prepare a number of spells equal to your level, which you can then cast as many times as you are able to so long as you do not fail your casting roll. This follows closely with the spell slots in b/x for a magic-user up until level 7, but provides more flexibility since a spell does not immediately disappear upon being spoken into the world. This also kind of alleviates the problem some people have with level one magic-users being ineffectual once they cast their only spell; you'll still be ineffectual once you fail a spell roll, but at least that ineffectiveness comes bombastically and dramatically!


You can only prepare spells that you know, with knowledge of spells coming from two sources: masters (heads of mystery cults, sorcerous sects, teachers you are an apprentice of, etc) who will teach you certain spells when you reach certain ranks or levels in service to them, and by stealing the spells of other sorcerers, typically by stealing the records of the spells they know (grimoires, clay tablets, skin tattoos).

When you cast a spell, roll 2d6 and consult the table below. A result equal to or over the number indicated on the table is a successful casting, while a result lower than the number indicated is a spell failure.

MU Level

First Circle

Second Circle

Third Circle

Fourth Circle

Fifth Circle

Sixth Circle

1

8

10

12

--

--

--

2

7

9

11

--

--

--

3

6

8

10

12

--

--

4

5

7

9

11

--

--

5

4

6

8

10

12

--

6

3

5

7

9

11

--

7

3

4

6

8

10

12

8

3

3

5

7

9

11

9

3

3

4

6

8

10

10

3

3

3

5

7

9

11

3

3

3

4

6

8

12

3

3

3

3

5

7


(Oh yeah I'm using circle instead of level, for Flavor... they're exactly the same)

Aligned (i.e. non-neutral) spellcasters are treated as two levels higher than their actual level for purposes of spellcasting rolls. Additionally, if you have a mentor/master/guide assisting in the casting of a spell (for instance, if a jinni or daeva or more experienced sorcerer is channeling whispers with you to assist) you roll 3d6 and take the best two rolled. 

A spell failure causes the mishap associated with a particular spell to occur. From now on when I write new spells I'll include this, and I'll start writing mishap effects for spells that my players have in King of Kings. An example (just as a thought):

Shield
(By the way I am making shield a spell of the stars)
A miscasting of this spell results in the caster being encased in a glistening field which completely impedes movement, freezing them in place. They cannot be hurt while encased in this field, but can be lifted and moved unwillingly. This lasts for 2 turns, but increases by 1 every subsequent failed roll. After 6 miscasts of shield, the caster will be encased alive in a glistening force field indefinitely.

Gathering spells by examining the stars of course!

In addition, a failed spellcasting roll makes you lose the spell cast for the remainder of the day. Might change this to a failure making you lose all spells, don't really know. Also, I will add this to NPC spellcasters too, because of course they should be able to experience such esoteric mishaps! Also also, you automatically experience a mishap if your spellcasting is interrupted in combat.

That's about it really. Oh uh, here's a description of which spells I am putting in each category.
Spells of the Stars: anything which reveals secret knowledge (stuff like clairvoyance, ESP, see invisible), anything which relates to fire or bright light, anything which relates to plants, anything that just feels right to be grouped in here
Spells of the Moon: anything which causes pain (cause light wounds is the archetypal one in my mind), anything which hides knowledge (illusion spells especially), anything which relates to wild animals, anything which relates to water, anything that just feels right to be grouped in here

Hopefully I haven't been too rambly here... I might just introduce this system into my game shortly! Hope it has been a lovely read for you all.

2 comments:

  1. Really good stuff here
    But it's sad to see the Moon's good name disparaged so...

    ReplyDelete
  2. I'm very much up for Zana being in tune with the moon, seems cool

    ReplyDelete