Showing posts with label Magic. Show all posts
Showing posts with label Magic. Show all posts

Tuesday, December 30, 2025

The Classical Elements as Alignment

Each creature has an alignment.  This alignment is their relationship to the four elements.  The alignment of a mortal can shift over time by spending a long period in proximity to a certain element or radical shifts in personal ideals.

The Four Elements are as follows:
Water (Phlegmatic) Values: Transforming, Collecting, Reflecting
Earth (Melancholic) Values: Enduring, Remembering, Providing
Fire (Coleric) Values: Destroying, Illuminating, Dancing
Air (Sanguine) Values: Escaping, Animating, Sending

Alignment is described by four points distributed between the four elements (elements vary from 0-4.)  Elementals have all 4 points in their native element.  Worshippers of a deity tend to have at least 3 overlapping points with their deity and clerics tend to have 4.

Alignment notation is: water-earth-fire-air
(e.g. Oceanus' Alignment: 4-0-0-0)

Alignment Examples:
Dryad: 2-2-0-0
Dragon: 0-1-2-1
Unicorn: 1-1-1-1
Troll: 1-0-1-2
Shade: 1-0-0-3
Hill Giant: 1-2-1-0
Basilisk: 2-1-1-0
Dwarf: 0-3-1-0
Chimera: 0-0-3-1
Centaur: 0-2-0-2
Knight: 0-1-2-1
Tempestarius: 2-0-0-2
Mercenary: 1-1-2-0

Friday, December 19, 2025

Omens from the Spirits

In Fire Tales, the See Omens technique allows characters to notice and interpret omens sent by gods and spirits. This is not an innate or magical ability, like spellcasting, but an ability received through training and experience. Many capable seers have neither the Sight nor the Gift. These are some omens which could be sent from spirits to one capable of interpreting omens:

An image of a human holding a staff from Eteilla's Tarot deck
From Eteilla's Tarot, engraved by Pierre-François Basan

A flock of strange birds flying in a strange shape.

A pattern in the web of a spider.

An inauspicious plant growing by the side of a path.

A shape in the tea leaves.

A shadow from the clouds.

An arrangement of lightning.

A collection of fallen leaves in the summertime.

A figure seen for a brief moment in a dancing flame.

Omens may tell of danger, treachery, peace, or death. They are almost always vague in that they can only be described by a single word (Omen of ____.)

Not every passing shadow or patch of spilled grain contains an omen. Omens are freely given by friendly spirits to mortals. Because of this they are also not a direct portent into the future but a piece of information or emotion from a more informed being.

Friday, December 12, 2025

The Greek Magical Papyri as an RPG Magic System

I rediscovered the Greek Magical Papyri when creating the magic systems for Fire Tales, while specifically looking for historical magic systems.  What I found here was somewhat influential on a game design pillar I am calling "Magical Magic."

Many of these spells are fairly minimal in their impact (Spells for winning at gambling games, relieving headaches) but you do have some RPG classics like invisibility spells, protection spells, etc.  

Is the Greek Magical Papyri a gameable magic system for a tabletop roleplaying game?  Yes and no.  I believe a useable magic system could be made from some of the spells[1], but I also believe many of the spells would need to be excluded for various reasons[2].  

Below I've copied some of my favorite spells from the text.  (Please note that there is a ton of extremely triggering/unethical and bizarre spells in these texts.  The ones I picked out to show here tend to be among the more interesting[3][4] as well as the least problematic.  If you do seek out the rest of the text be aware of this.)

Favor and victory charm: Take a blood-eating gecko that has been found among the tombs and grasp its right front foot and cut it off with a reed, allowing the gecko to return to its own hole alive. Fasten the foot of the creature to the fold of your garment and wear it. 

Adapting this spell:  This spell allows 1 reroll and then becomes inert.

For migraine headache: Take oil in your hands and utter the spell  "Zeus sowed a grape seed: it parts the soil; he does not sow it; it does not sprout."

Adapting this spell: This spell has no mechanical benefit except when it makes sense.

Against every wild animal, aquatic creature and robbers: Attach a tassel to your garment and say: "LOMA ZATH AION ACHTHASE MA . . . ZAL BALAMAON EIEOY, protect me, NN, in the present hour; immediately, immediately; quickly, quickly."

Adapting this spell: This spell provides some bonus to protection/AC for a single hour. 

A means to learn from a die whether a man is alive or has died:
Make the inquirer throw this die in the [above] bowl. Let him fill this with water.
Add to the [cast of the] die 612, which is [the numerical value of] the name
of god, i.e., "Zeus," and subtract from the sum 353, which is [the numerical value of] "Hermes." If then the number [remaining] be found divisible by two, he lives;
if not, death has [him].

Adapting this spell: This spell could easily function exactly as it describes. 

Indispensable invisibility spell: Take fat or an eye of a nightowl and a bail of dung rolled by a beetle and oil of an unripe olive and grind them all together until smooth, and smear your whole body with it and say to Helios: “I adjure you by your great name, BORKE PHOIOUR IO ZIZIA APARXEOUCH THYTHE LAILAM AAAAAA IIIII OOOO IEO IEO IEO IEO IEO IEO IEO NAUNAX AI AI AEO AEO EAO” and moisten it and say in addition: “Make me invisible, lord Helios, AEO OAE EIE EAO, in the presence of any man until sunset, IO IO O PHRIXRIZO EOA.”

Adapting this spell: This spell also functions as described and makes you invisible until the next sunset. 

Request for a dream oracle: Take a strip of clean linen and write on it the following name. / Roll it up to make a wick, pour pure olive oil over it and light it. The formula to be written is this: “HARMIOUTH LAILAM CHOOUCH ARSENOPHRE PHREU PHTHA HARCHENTECHTHA.”  In the evening then, when you are about to go to sleep, being pure in every respect, do this: Go to the lamp, say 7 times the following formula, extinguish the light / and go to sleep.  The formula to be spoken is as follows: “SACHMOUNE PAEMALIGOTEREENCH, the one who shakes, who thunders, who has swallowed the serpent, surrounds the moon, and hour by hour raises the disk of the sun, 'CHTHETHONI' is your name. I ask you, lords of the gods, SETH CHREPS: reveal to me concerning the things I wish.”

Adapting this spell: This spell allows you to ask 1 question of Set which is answered via dream-vision. 

To win at dice: “THERTHENITHOR DYAGOTHERE THERTHENITHOR SYAPOTHEREUO KODOCHOR make me a winner at dice, / O prevailing Adriel.” Into your hand say: “Let not even one person be equal to me, for I am THERTHENITHOR EROTHORTHIN DOLOTHOR, and I am going to throw what I want.” And say this repeatedly, and then throw.  Another way you must say the formula is: “Let not even one of these playing with me be equal, and I am going to throw what I want.”  

Adapting this spell: This spell gives you a 50% chance to automatically win at dice games, but must be cast every time.

There is a very blurry boundary between many of these spells and prayers.  The voces magicae can often be assumed to be invocations of a "true" or "secret" name of specific deities allowing the invoker to channel some of their divinity.  This is often paired with some ritual involving materials that relate to the request being made.  This is part of what inspired the Invocation system to exist as it does in Fire Tales.  

[1]And doing so would make an interesting thought experiment at least
[2]redundant spells, spells that are complex in a way that doesn't translate well to tabletop, spells that are very unethical in their aims or method of casting
[3]At least from a game design perspective
[4]I also focused primarily on spells that were short enough to function well in an RPG

Magic Systems Somewhat Reminiscent of This:

Wolves Upon the Coast - Magic Outside of Levels 

Beyond the Wall

Kill Clerics, Become Warlocks

Sunday, November 30, 2025

Spark Tables for Prophesies

This set of tables inspired by spark tables is designed to roughly emulate the style of prophecy in Geoffrey of Monmouth’s Prophetiae Merlini. Every roll will have some gaps that need filled, but the tables are designed to give a quick general sketch from which a nice sounding prophecy may emerge. To roll for a prophesy roll a D4, D6, D8, D10, D12, and D20 all at once and consult the tables.  You may also roll for two nouns and two descriptors (1D4, 1D12, 1D6, 1D20) for more complex prophecies.

A sorceress sitting at a table in thought
John William Waterhouse

Events (D8)

  1. War
  2. Rebellion
  3. Anniversary
  4. Peace
  5. Famine
  6. Plague
  7. Tempest
  8. Celestial Event (Constellation Sign, Comet or Eclipse)

 Actions (D10)

  1. Rise
  2. Cover
  3. Fall
  4. Hide
  5. Grow
  6. Destroy
  7. Judge
  8. Herald
  9. Devour
  10. Betray

Descriptors (D12, nested D4)


    1. Red
    2. Crimson
    3. Scarlett
    4. Bloody 

    1. Blue
    2. Cerulean
    3. Watery
    4. Sapphire

    1. Green
    2. Viridian
    3. Emerald
    4. Leafy

    1. Golden
    2. Yellow
    3. Bright
    4. Amber

    1. Silver
    2. Grey
    3. Ashen
    4. Shining 

    1. White
    2. Ghostly
    3. Pale
    4. Unseen

    1. Violet
    2. Purple
    3. Noble
    4. Amethyst

    1. Black
    2. Dark
    3. Shadowy
    4. Hidden

    1. Ancient
    2. Wise
    3. Elderly
    4. Knowing 

    1. Wicked
    2. Warlike
    3. Wild
    4. Murderous 

    1. Wintry
    2. Snowy
    3. Silent
    4. Icy

    1. Fiery
    2. Burning
    3. Glowing
    4. Smoking 

Nouns (D20, Nested D6)

  1. Diminutive Creatures 1
    1. Mole
    2. Salamander
    3. Mouse
    4. Urcheon
    5. Bee
    6. Fly
  2. Diminutive Creatures 2 
    1. Spider
    2. Locust
    3. Frog
    4. Midge
    5. Toad
    6. Bat 
  3. Woodland Creatures
    1. Deer
    2. Fox
    3. Wolf
    4. Tortoise
    5. Badger
    6. Rabbit
  4. Noble Creatures
    1. Dragon
    2. Lion
    3. Swan
    4. Destrier
    5. Owl
    6. Elk
  5. Magical Creatures
    1. Dragon
    2. Unicorn
    3. Phoenix
    4. Sphinx
    5. Sea Serpent
    6. Centaur
  6. Dangerous Creatures
    1. Dragon
    2. Wolf
    3. Viper
    4. Wildcat
    5. Boar
    6. Bear
  7. Waterbound Creatures
    1. Sea Serpent
    2. Eel
    3. Fish
    4. Seal
    5. Oyster
    6. Whale
  8. Farm Creatures
    1. Cow
    2. Bull 
    3. Hen
    4. Ass
    5. Sheep
    6. Goat
  9. Mounts
    1. Donkey
    2. Camel 
    3. Palfrey
    4. Destrier
    5. Courser
    6. Rouncey 
  10. Large Creatures
    1. Dragon
    2. Giant
    3. Bear
    4. Bull
    5. Elephant
    6. Lion
  11. Small Birds
    1. Carrion Crow
    2. Dove
    3. Songbird
    4. Gull
    5. Duck
    6. Woodpecker
  12. Large Birds
    1. Eagle
    2. Owl
    3. Vulture
    4. Swan
    5. Sea Hawk
    6. Raven
  13. Royalty
    1. King
    2. Queen
    3. Princess
    4. Prince
    5. Duke
    6. Lord
  14. Warriors
    1. Knight
    2. Berserker
    3. Archer
    4. Hero
    5. Rogue
    6. Slayer
  15. Professions 1
    1. Bard
    2. Priest
    3. Scholar
    4. Sailor
    5. Farmer
    6. Shepherd
  16. Professions 2
    1. Guard
    2. Smith
    3. Hunter
    4. Forester
    5. Mason
    6. Fisher
  17. Food and Drink
    1. Apple
    2. Wine
    3. Honey
    4. Bread
    5. Mead
    6. Stew
  18. Human Things
    1. Cloak
    2. Blade
    3. Castle
    4. Boat
    5. Axe
    6. Shield
  19.  Earthen Things
    1. Stone
    2. Hill
    3. River
    4. Tree
    5. Mountain
    6. Thorn
  20. Flowers
    1. Rose
    2. Sunflower
    3. Daisy
    4. Foxglove
    5. Lily
    6. Thistle

Friday, November 21, 2025

Invocation Channeling Focuses

Each Invocation needs a Channeling Focus. These are often specific to the Invocations they are used in and must be relevant to the Invocation. Here are some useful channeling focuses to use in your Invocations.

a woman holding a bleeding head and a magic wand
Arthur Rackham
A small chunk of ice from an inland lake - useful for chilling invocations.

A burning coal plucked from a hot fire - useful for light and fireball invocations.

The first branch to brush against you on a forest path - useful for invocations to grow foliage, or find your way when lost in the forest.

The shadow cupped between your hands - useful for shadow invocations.

A clear gemstone - useful for invocations of dispelling illusion or providing clarity.

A wand of petrified wood - useful for petrification invocations.

The tooth of a wild wolf - useful for invocations to summon wolves in the moonlight.

A pool of magma - useful for powerful invocations of fire and heat.

A detailed star map drawn with dust from a fallen star - useful for invocations of prediction, prophesy and illumination.

A flute carved from the wood of a fairy tree - useful for enchantment and bewitchment invocations.

Tuesday, November 18, 2025

Invoking the Great Spirits

In order to invoke you must first know the true name of a god, demon or great spirit.  This is well guarded information.  High priests and warlocks may know true names but common worshippers or clerics do not.  These names are often given in exchange for rigid oaths made to the spirit.  Spreading a spirit's name without permission is foolish.  

An image from Howl's Moving castle in which 3 people stand in the sky surrounded by spirits circling them
Howl's Moving Castle, Studio Ghibli
After speaking the spirit's name the invoker must make a short command or request.  For each word¹ used in this command or request the invocation's target number increases in difficulty by 2 (starting at base 10.)  The more words are used in the invocation, the more specific, focused, and powerful it is.

Each invocation requires a channeling focus.  The focus is what the spirit's magic flows directly through.  This must be a physical item relevant to the invocation performed.  

Invocations are immediate, present magic.  They cannot effect things at a great distance from the invoker or have long lasting active magical effects.

Howl's Moving Castle

Each great spirit has a set of domains (1-3 based on power.)  The invocation must fit within the domains of the spirit being invoked.  A fire demon cannot control anything outside of fire.  A god of hearth, home, and harvest cannot turn an enemy to stone.  

The invoker must have the same alignment as the spirit invoked or their check is made at disadvantage.

Failing an invocation prevents one from invoking for 3 days and causes immediate wild magic. 

¹ Except for a, an, the

Wednesday, October 22, 2025

Places of Magic

Here are some places you might find omens from spirits, magical energy, or where certain Invocations may be particularly strong. This is a non-exhaustive list. Large tomes are filled with lists such as this and none is complete.


Where the light of the evening sun seeps through leaves to draw patterns.

Where the light of the moon falls upon a sleeper.

Where the carver’s name is etched into wood planks.

Where a tooth is planted in the soft earth.

At the crossing of two ancient paths.

Where lovers exchange gifts.

Where a child wishes upon a falling star.

Where rain falls while the sun shines.

Where two streams meet.

Where stones skip upon water.

At the place where mortals pray.

Where dew collects on spiderwebs.

Where an ancient rock sits atop a grassy hill.

Where monoliths are stacked in a circle.

Where tears fall into running water.

Where a fire burns for longer than a year.

Where a daemon-lord has stepped upon the mortal earth.

Where the sunless waters flow deeper into the earth.

Where great treasure is stowed away beyond the memory of the last one who knew of it.