Table 46

To Call Upon the Powers of the World - "Magic" in the Jewelsea

I've long disliked the way magic is portrayed in fantasy RPGs, with a neat delineation between "magic" and "mundane." I prefer a vision more accommodating of multiple perspectives, able to accept that there are feats that are outside the experience of some groups yet a part of daily life for others. I've tried to excise mentions of the word at all as I work on the Jewelsea RPG. It's too easy for someone to get the wrong idea about what it means and what it implies.

Despite my feelings on magic, I'm still very attracted to the trope of a wizard: someone who uses their great knowledge of the workings of the world to twist it to their advantage, to force the powers of the world to answer their call. I've toyed with and discarded a lot of magic systems, both those found in published rules, on blogs, and of my own design. I didn't want to simply recreate the modern D&D wizard, able to trivially call up a spell in a single combat round that was easily controlled with little cost other than preparation time and no chance of unintended consequences. I also wanted to represent beliefs that were common in history but are little represented in vernacular fantasy.

To that end, I came up with three systems:

I wrote up rules for Invocations and Rituals prior to last month's playtests at Forge Midwest. They're a good starting point, but based on my playtesting I think they need more work. I have presented them below.

Invocations

Invocations take place in the form of swearing a vow to a god or some other power. An invocation includes:

After invoking a power and making your request, assemble a pool of dice, beginning with your Fate die and your Fortune die. You may add more dice to the pool (starting at d6) or upgrade the size of existing dice one step for each of the following:

Downgrade a die for each of the following:

Roll your pool and keep the highest result.

If the powers answered your request, add the sacrifice you offered to your debts tracker.

Rituals

Rituals are highly regimented activities, calibrated to precisely manipulate the forces that create and maintain the world in order to produce a desired effect. They involve a precise performance, often including chanting, singing, dancing, and instrumental music, requiring properly prepared sites, tools, reagents, and sacrifices.

Tools might include

Reagents

Sacrifices

Each ritual lists the effect it produces and the toll it takes on the performer along with a list of the required knowledge, location, tools, reagents, and sacrifices in order to properly perform it. When performing a ritual, the following modifiers apply to the saves.

Knowledge - Have you performed the ritual before?

Location - Are you in the proper location?

Tools - do you have the required tools?

Reagents - did you prepare your body and tools with the required reagents?

Sacrifices - did you make the appropriate sacrifices?

When you perform a ritual, the world pushes back against you:

Roll each of your saves, adding your modifier total from above to each. If your modifier total is 8 or higher, you may roll an additional save against a chosen stat. For each success, you may remove one of the above consequences.