Friday, August 28, 2020

Several Styles of 'Speak With Magic'

There are a lot of niche spells (Detect Magic, Read Magic, Write Magic, Identify) that make up 'magic literacy' and are often ignored or consigned to the cantrip bin or reimagined as class abilities. I rolled them up into a single spell, given by default to all casters. It's been a big hit and dare I say a defining feature of magic in my games, and seeing as how I have to do a lot of typing to attune it to the DCC wizard in my new campaign, I figured it could make for a blog post.

For a level 1 spell, it is extremely broadly applicable and useful to magical problems, but it naturally falls flat at solving non-magical problems. My experience has been that characters prepare it when they are unsure of what they will encounter, but preferably if they have a backup spell like Magic Missile or similar. Wizards will also prepare it in the hopes of catching new spells when they DO know of interesting magical effects to speak to, or if they are just very optimistic and confident that the party can handle themselves. It has aspects of Dispel Magic, the idea of 'counterspelling,' can double as a 'detect invisible/hidden beings' in a pinch, and is a general 'turn a magic problem into a roleplay problem' utility option that I think makes interacting with the arcane more of a roleplaying opportunity and less of a 'quibble over the semantics of the rulebook' time waste.

Speak With Magic- This "spell" is common to all magic users, divine and arcane alike, and is essentially projecting ones soul half out of the body and into the dreamrealm, allowing one to see and communicate with spellwisps, demons, gods, and all manner of supernatural beings that otherwise are not-quite present in the waking world. People unskilled in magic can sometimes pull it off with Blue Lotus, psychedelic mushrooms, and even vivid dreams, but wizards and such are trained to enter this state reliably and voluntarily. It is how wizards gather their spells and how clerics pray to the divine, and thus it is a technique that all users of supernatural forces must know, and have no need of a spellbook (or similar) to memorize.

It allows one to see enchantments and magical effects and to speak with them. Most arcane spellwisps are alien beings that only think in terms of what they do- ie, a burning hands spellwisp might wish to burn things, and remembers only things it has burned. Satisfying a spellwisps requirements (typically via offering appropriate subject matter to be subjected to the spell of value equal to 500 coins per spell level) will usually allow a spellcaster to add an arcane spellwisp to their collection of learned spells. Allowing the spellwisp to affect the caster and/or party members is often a good enough deal as well, especially for damaging and debilitating spells. This sort of negotiation can even get wizards to be able to utilize spells without the usual memorization and level requirements, like convincing a wall of ice to move into the shade, or convincing a spent Fireball spell to activate again at the chance to ignite a bunch of lamp oil-soaked wooden puppets. An additional round of convincing per spell level is decent shorthand for how long such negotiations take, but all is at the GM's discretion (a reaction roll for the spellwisps may be appropriate as well).

When it comes to items, wisps can be very forthcoming and ready to explain their operation, cryptic or riddling and prone to telling stories of past deeds rather than present details, or recalcitrant and reluctant to reveal their secrets to those they do not deem worthy. For instance, a magic sword probably wishes to show off in battle, not play twenty questions with a twig-armed wizard, and cursed objects often lie or ignore attempts to discern their functioning. Potions tend to be barely sentient conglomerates of fractional souls and are better off examined physically with licking and feeding to rats, and rings and other 'passive' effects are notoriously subtle and secretive. Items with 'charges' tend to be the easiest to identify, because the stored wisps want to be used and released (and the main gameplay action is not identifying them, but resource management anyway).

Language barriers can stymie attempts to understand spellwisps- the wisps of an elf may indeed speak only elvish, for instance(quick note: in my game, elvish spells are almost invariably fairies), or they may be too alien to even speak any humanish tongue, instead requiring interpretation of behavior, miming, and all manner of experimentation. This is why it does not double as a 'speak with anything' spell- A basilisk, for instance, has a magical effect, sure, but the magical effect is their own body and soul, and when you speak with it with this spell, it is still a basilisk and not say, the ghost of a medusa (a possible spellwisp for 'Flesh to Stone.')

The spell is not without risk. A good analogy is poking your head into a pool to speak with a shark- it probably won't bite your head off, and you can probably pull your head back in time, but you are still poking your soul into an environment you are not native to, and dealing with beings you do not 100% understand.

Vancian Style-Level One  Range (60') Duration (1 turn/level).
For divine or demonic miracles, the operator of spells from levels 1-3 is usually some manner of cherub, imp, or otherwise small servitor being, with levels 4-5 being run by more powerful angels, devils, etc, and 6+ opening a direct channel of communication to deities and other god-like entities.

GLOG Style- Duration [[Sum]] Rounds, up to [dice] different targets may be more specifically spoken with/identified simultaneously, with further targets merely being noted as bearing a wisp or not.
Spells convinced to act for or against the caster activate with 1 less die than was used in the Speak With Magic spell, and reaction roll for the spell is generally [[sum]]
This spell should probably not have normal mishaps, as it is not a part of typical wizardry and is merely your own soul getting chatty. Using the DCC Misfires is my recommendation if the extra book-keeping seems worthwhile

DCC
Style- Replaces Read Magic & Detect Magic, and all mages know it. It may be used to Counterspell (as per the counterspell spell duel rules) any spell, but only if they are able to convince the spellwisp very quickly.
Level 1 Duration- Varies. Range- 30' feet or more Casting Time 1 Round. Save: Will vs DC Spell Check (Sometimes)
Manifestation-
1- Caster's Eyes glow and reflect the realm of spellwisps
2- Caster's spirit emerges halfway from their body
3- Caster's eyes close, a third eye opens on their forehead
4-Caster speaks in the voices of the spirits
Misfires
1-Caster inadvertently annoys spellwisp to the point of immediate hostility
2-Caster can only speak to spirits and spells for 1d6 hours
3-Caster blinded to real world for 1d3 hours, able to only see the dreamrealms
4-Caster accidentally activates nearby magic item or effect
5-Caster takes 1d3 damage to Int, Wis, and Cha as they lose touch with the waking world
6-Caster manifests spellwisp into waking world for 1d3 rounds (such beings, when not demons, tend to be strange aberrations with HD=Spell Level x2)
Corruptions
1-2-Caster gains minor cosmetic mutation based on a detected spellwisp
3- Spellwisp Breeding- Caster rerolls Mercurial Magic results for a spell/Spell Mutation
4-Caster grows third, blind eye on forehead. It does have vision in the dreamrealms though.
5-Caster can see spellwisps out of the corner of their eye-only with enough detail to be annoying
6-Caster possessed by spellwisp, which can attempt to cause the caster to take actions pleasing to it
1- Lost, Failure, and worse! Roll 1d6 modified by luck- 1 or less, Corruption, 2+, Misfire
2-11- Lost, Failure.
12-13- The caster glimpses the eldritch realm for but a moment, and becomes aware of magical effects within range. It lacks differentiation- ie, a warrior with a magic sword would ping as 'having more than one spirit' with no further detail, as would someone who was possessed. Entities wishing to conceal themselves may save vs spell to lurk in blindspots and evade detection (which is easier than it sounds, as the very air and earth have souls as well so the wizard vision can easily be distracted or mistaken against the chaotic backdrop)

A single question or sentence can be asked and answered of a located spellwisp, assuming it is cooperative. This is probably not enough to get immediate aid unless the caster is already very favorable to the spellwisp's motives and nothing extraordinary is asked.

A yard/meter of wood or earth, an inch of metal, or a foot of stone is sufficient to block this spell from noticing things. Lead is especially effective and even wafer-thin plating may provide concealment.
14-17- As above, but no save to hide is allowed as the vision is clearer, and the effect lasts for one turn, enough to have a conversation and greater understanding with spellwisps that are not secretive or hostile to the mage. This level is required to have a chance of learning a spell for oneself, though of course the spellwisp must be appeased and the wizard must make their check to learn the spell as normal.
18-19 As above, but the vision is very clear- the caster may identify how many magical effects (such as a magic ring and sword wielded by an enemy, or remaining spells of a wizard) are present and, roughly speaking, how strong or weak they are. This level and higher is sufficient to decipher magic runes and symbols (such as dwarf-runes or the Symbols of power that are the transcriptions of Power Words) The effect lasts for 2 turns.
20-23- As above, but the vision will have great specificity with regards to planar coterminality- ghosts, demons, etc may be differentiated from spellwisps, and it can be easily ascertained if personal magics are due to innate powers (such as the semi-invulnerable scions of Oza) or external enchantments (a prince turned to a toad, or a quaffed potion). Furthermore, the duration is 3 turns.
24-27- As above, but the nature of the magics is revealed, even if the magics are not cooperative, due to great experience or lucky insight. A warded door can be revealed as being guarded by an 8d6 strength Fireball in the form of a dragon-ghost, a cursed sword's maliciousness can be revealed, and so on, providing enough information to utilize magic items and understand spell-motivations that are not truly extraordinary in their power or vagueness. If the caster wishes, they may show the miraculous sights to another and let them converse with the spirit realm as well.
28-29- As above, but with a greatly extended range of '120,' and all nearby allies may enjoy the benefits of the spell.
30-31- As above, but with duration of one day.
32+ As above, but with duration of one month. Generally only the most insane of sorcerers (or bored of elves) would wish to reach this level of effect.



2 comments: