The Black Citadel

Open Sorcery: Non-vancian magic for OSR games

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Some shitty little rules for casting spells while keeping the feel of magic being deadly and dangerous. This post is mainly a middle finger to my past self for making magic too annoying to mechanize. Focuses on Leveless spells. Inspired by Luke Gearing's Magic rules for Wolves Upon the Coast and the magical rules of B. Strejcek's Wonder and Wickedness.

Casting Spells

After completing a spell's required procedure, the Magician makes a Save vs Magic or Equivalent. This is called a Spell Check.

Afterwords, regardless of the effect, the caster incurs a multicast penalty. This will reduce spell checks for that spell by 1, going up each time the Magician casts said spell. To give a Spell Check a positive modifier, there are 2 ways of going about it:

The first method is the easiest: Going above and beyond the spell components (ie, a spell requiring bat guano but using dragon guano instead). If this is the case, the spell gains a bonus equal to the difference between whatever monsters HD (for example, a Dragon has 10HD and a Bat has 0, therefor the bonus to the spell would be +10).

However, doing this is not without its risk. Doing a spell with more powerful ingredients incurs a Coinflip. If the casting player calls incorrectly, then the spell immediately backfires.

The second method is Sacrifice. There are 2 ways of going about Sacrifice:

Learning Spells

Depending on how a Magician learns their spell, it takes a different amount of ways to study

Tradition

As with the previous post, Tradition decides two things:

Rituals

Spells may also be cast as rituals. A ritual will take 10 Minutes (or whatever the length of a Dungeon Turn is in your game), with every person in the ritual making it take another 10 minutes. The upside with rituals, however, is that they will gain a +1 modifier to the check for each person in the ritual, including the Caster.

Covens, Cabbals, and other Magical Boybands.

When casting a non-ritual spell with people who also know that spell, the other Magicians can help cast the spell, which adds +1 to the spell check per each additional person. However, if a caster does this with more people then their HD (for example, a 3HD caster using magic with 4 or more other magicians), it will incur a coin flip as per Boosted Ingredients.

Counterspelling

If an opposing Magic-User casts a spell, the other Magician may intercept with a counterspell. To counterspell, a Magician must meet one of 4 prerequisites: 1: The countering spell is a reversed variant of the spell being Cast (for example, casting Light at Darkness). 2: The countering spell is a spell of opposite function (ie, Shield being cast at Magic Missile) 3: The spell is of thematic opposition (ie, Reverse Gravity at Flight) 4: The caster simply uses the same spell that the other caster is using.

To counterspell, the Magician takes the result of the targeted spell check and treats that as the difficulty of the spell check. Counterspells occur before a spell effect is determined. Depending on the results of each check, consult the table below.

Did the Targeted Caster Succeed? Did the Countering Caster Succeed? Effect
Yes Yes Successful Counter, Target gains an additional Multicast Penalty
Yes No First Spell occurs as normal
No No Nothing Happens
No Yes Second Spell occurs