The Magic Word system is my attempt to replace the Magic User spell list with quick-and-easy spell creation. I like the idea of a world where most spells are unique to each Magician. As I mentioned in my previous post on the subject, I’m playtesting the idea in my current game, and it’s going really well! The group’s MU is enjoying the process of discovering new words, and coming up with unique ways to combine them. I am enjoying writing new spells, and the additional texture the system adds to my game world. Even the non-MU party members seem to be enjoying the odd sorts of magic created by the system.
The one hiccup I have been running into is quickly generating new words on the fly. I’ve tried a few different random word generators on the Internet, but there are just too many ungameable words to make those options feasible. What I need is a curated table of words to roll on. So I figured I’d just write up a d100 table of evocative words. I’ll probably do a new one of these every few months until I’ve got enough for a d1000 table.
This first list, I grant, is a little generic. I feel like it would be a mistake to leave out words like “fire” and “ice” in the base list. Later lists will doubtless be more oddball than this one. Perhaps after this each list will be themed? Like “100 evil words,” or “100 seemingly useless words?” That would be cool.
Two notes. First, remember that words encompass all of their various permutations. So discovering the magic word “Fire” means you can craft spells with words like “Firey,” “Fired,” “Fire’s” or “Firing” in their name.
Second, regarding the 10 “name” entries at the end. D&D has a long tradition of big-name casters like Tenser who live on through the spells that bear their name. I like this idea! So in the Magic Word system, using a specific wizard’s name as part of the spell you’re crafting means that what you’re actually doing is uncovering a spell first created by some long dead master of the arcane arts. And when the referee is writing up the spell, they can draw on that caster’s history and talent when determining the spell’s effects. In order that the players can reasonably have knowledge of the casters whose spells they are discovering, I’ve chosen to use mostly real-world historical figures. This more or less works in my current game, as it takes place in the distant future of our real world. Your milage may vary on that. I demonstrated how I intend for this to work in the “More Magic Words in Action” post.
- Shark
- Rabbit
- Bear
- Eagle
- Ape
- Serpent
- Frog
- Sight
- Smell
- Feel
- Taste
- Hear
- Balance
- Eye
- Brain
- Bone
- Blood
- Hand
- Hard
- Soft
- Send
- Return
- Open
- Close
- Truth
- Falsehood
- Riot
- Soothe
- Tiny
- Titanic
- Day
- Night
- Love
- Hate
- Peace
- War
- Acid
- Water
- Ice
- Electricity
- Fire
- Poison
- Gravity
- Nature
- Gas
- Beam
- Lash
- Absorb
- Invest
- Core
- Free
- Death
- Corpse
- Shatter
- Crush
- Laugh
- Fear
- Vile
- Screech
- Chain
- Wood
- Steel
- Soil
- Stone
- Shield
- Pierce
- Choke
- Alter
- Animate
- Move
- Play
- Share
- Know
- Distant
- Sigil
- Swift
- Wall
- Child
- Path
- Cancel
- Body
- Realm
- Ring
- Flight
- Weird
- Machine
- Code
- Reveal
- Secret
- Name: Lovelace
- Name: Moses
- Name: Robespierre
- Name: Washington
- Name: Zalekios (Unique to my game. You can use Cleopatra)
- Name: Socrates
- Name: Augustus
- Name: Napoleon
- Name: Shakespeare
- Name: Caesar
- Name: Hitler