shifty louts

Thaumaturgical Magik in Shifty Louts

THAUMATURGICAL MAGIK

A spell is made of 2 Words.

However, a spell can be made anew with differing word order and complexity.

By default, a spell lasts 10 minutes (turn) or until another spell is cast.

To extend the duration of a spell, roll under WIS with a -1 modifier every turn.

MEMORIZING SPELLS

Spells can be memorized more than once, taking up a slot (or multiple slots, depending upon semantic complexity).

Spent spell slots come back each day at dawn.

CASTING DISTANCE

The distance a spell can reach is d6 + caster level + total words in feet.

Spell distance can be extended by expending a 1 spell slot per 10 ft of distance.

If one wishes to cast even further, 1HP per 5ft of distance is also permitted.

A (STARTING) MAGIK WORD LIST

Create two lists of 20 entries, one labeled "Actions", the other "Objects."

Roll 2d20 and combine an Action + Object to get your spell.

For learning Words see Incantations by Thriftomancer or Maze Rats by Ben Milton for inspiration.

COMMON STRUCTURES OF SPELLS

SCULPT ENERGY

Spells (Sculpt Energy) that deal damage at d6 + caster level

TRICKS

Spells (Tricks) that do indirect harm, such as a charming or sleeping effect, would affect d6 + caster level enemies and last d6 + caster level rounds.

Although a Wizard can choose to target a single individual.

To cast or affect an enemy with Trick Spell, roll under your Wisdom but over the combatant’s HD or level

PRACTICAL MAGIK

Spells (Practical Magik) that neither do direct nor indirect harm can be freely improvised and determined by group consensus.

CRAFTING SPELLS

A typical spell is made of 2 Words and costs a spell slot. You can choose to use more or fewer Words.

1-Word spells still use a spell slot.

If its an Sculpt Energy spell it does a d3 + caster level.

Similarly, 1-word Trick Spells would effect d3 + caster level enemies at d3 + caster level rounds

SPELLS WITH MORE THAN TWO WORDS

Sculpt Energy

A Sculpt Energy spell with more than 2 Words costs an extra spell slot for each additional Word, and gains +1d6 for each extra Word. The same principle applies to Trick Spells.