Eldritch Words Spell System
In my efforts to replace all OGL content for M20 Fifth, I have been forced to replace the Words of Power system that I had used under the OGL. This is what I've replaced it with, I'd be interested in any feedback, or suggestions on how I could improve the system:
Eldritch Words Spell System
All magic requires saying two eldritch words: a verb and a noun. Every 1st level caster starts out knowing four eldritch words, but must know at least one verb and one noun.
They learn two new eldritch words every three levels (3, 6, 9, etc.)
Optional Rules
White and Black Magic: Priests draw their power from white magic, and may not use their magic to directly harm an individual. Mages draw their power from black magic and may not directly heal an individual.
Elemental Specialization: At the start of a day, a caster who knows the Elements noun must choose one particular type of damage (acid, fire, etc.) For that day, they may only use the Elements noun with relation to that type of damage. Alternatively, make a caster choose a damage type upon learning Elements- their magic is only capable of interacting with that type of energy.
The Verbs
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Alter (mutatio): Change, Modify, Adapt, Vary, Transform, Alter, etc.
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Befuddle (caeco): Confuse, Obfuscate, Becloud, Disorient, Create Illusion, etc.
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Charm (alliceo): Enchant, Fascinate, Mesmerize, Bewitch, Entice, etc.
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Control (impero): Command, Govern, Direct, Influence, Manage, Rule, Dominates, etc.
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Destroy (perdo): Break, Demolish, Ruin, Wreck, Annihilate, etc.
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Foresee (provideo): Predict, Anticipate, Forecast, See Ahead, Prophesy, etc.
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Learn (disceo): Acquire, Study, Master, Understand, Assimilate, Discover, etc.
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Manifest (manifesto): Create, Produce, Make visible, Evoke, Bring forth, etc.
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Protect (tueor): Guard, Defend, Shield, Safeguard, Insure, Preserve, etc.
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Restore (restauro): Heal, Renew, Revive, Rebuild, Mend, Reinstate, Recuperate, etc.
The Nouns
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Elements (elementum): Fire, Water, Air, Earth, Light, Darkness, etc.
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Material (inanimatum): Matter that is not living, such as stone, metal, plastic, glass, etc.
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Beast (ferus): Living creatures that are not plants, including all supernatural beings, monsters, mammals, birds, fish, insects, etc.
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Vegetable (vegetabilis): Living organisms that grow such as plants, fungi, etc.
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Sapient Being (sapiens): rational, conscious, intelligent beings, capable of abstract reasoning and understanding.
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Divine (deus): Godly, spiritual, supernatural, celestial, holy, etc.
If the caster is just trying to damage another creature, the caster makes a magic attack vs. AC. Otherwise, the creature must make a avoidance throw vs. the caster’s spell TN. (The appropriate avoidance throw is decided by the GM. For example, dodging a fireball might be AGI, while resisting the effects of mind control might be MIND.)
Damage and healing starts at 3d6 at spell potency 1, and increases by 3d6 every spell potency.
For other effects besides simple damage and healing, roll damage starting at 2d6 at spell potency 1, and increasing by 2d6 every spell potency. Then consult the list below:
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If the target fails their avoidance throw, and their current HTK is less than the damage rolled, then the target is instantly affected by the spell but takes no damage
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If the target fails their avoidance throw, and their current HTK is greater than the damage rolled, then the target takes the damage rolled, but is not affected by the spell
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The target succeeds on their avoidance throw, then the target takes half the damage rolled
Positive effects used on willing targets bypass the need for avoidance throws, and immediately take effect. A creature can only be transformed into something of equal or lesser monster level/level to themselves.
Area Affected: In general, magical effects are limited in scope and area. They can affect a single creature at Potency 1, or an area representing about 1/9th of a room. Each increase of Potency increases the number of creatures that can be hit, or increases the amount of a room that can be affected by 1/9th. (So 2/9ths at Potency 2, etc.)
Duration: Spells that affect inanimate objects are generally permanent; an enlarged pebble will stay large, a broken belt will stay mended. Magically created fires, etc, will die down naturally. Living creatures will remain affected by a spell for 1 round per spell potency of the spell that affected them. A caster may concentrate on a spell in order to keep the spell active longer. While concentrating, a caster may not cast any spells besides simple damage and healing spells or Potency 0 spells.