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Tricks Of The Magi


© Johnnie Lohmann

Fire balls, cantrips and raise dead spells -- where would fantasy be without them? They are the staple of high fantasy role-play. It is why many of us play that genre. Science-fiction games are beginning to realize the appeal of magic, as many of them are begining to incorporate them. Most notably FASA's Shadowrun, Steve Jackson Game's GURPS Technology College, and in a modern setting, any of Whitewolf's products - Vampire: The Masquerade, Werewolf: The Apocolypse, and Mage: The Ascension. All of these games have wonderful powers, and grimoires. They also have a common problem. Much in the same way that monsters become predictable, so do spells. Spice them up, jazz them up, and keep your players guessing. I have polled a very creative group of gamers, and along with my own choices, they have graciously leant me their own imaginations. The list below is composed of new spells, and twists on old ones.

Spells That Heal:

Damage Transferance: While this spell can heal, up to and including death, it is not without cost. It transfers the wound to another living target. While the wounds may be transferred to animals, in many worlds this spell could be considered necromantic in nature, and therefore may be illegal. For a lower cost in learning or casting, whatever your system calls for, the target may be random, or perhaps only human targets may be used. These limitations would almost assuredly make it illegal. - Submitted by Hern

Cure Poison: I am not sure why more people have not thought of the more practical use for this spell. Namely, what a great way to sober up a drunk character. Alcohol, in its most base description, is a poison. That is how it gets you drunk. A drinking contest becomes quickly unbalanced if one person is wearing an amulet of resist poison.

Flesh to stone: What? you say? This is NOT a healing spell? Well perhaps not traditionally, but take another look. If it puts the character in a state of suspended animation, it could concievably be used to keep someone alive long enough to reach a healer. Or if it can be used on a part of the body, it could halt bleeding hold a broken bone, etc... Of course, one should have it's reversal, or be darned certain they can get it before using this.

Spells That Damage:

Living Armor: This spell causes the person's armor to turn on them. Leather armor will squeeze and suffocate the wearer, ties will tighten, chain mail may become unlinked and garrot the person, plate mail will crumple in and crush the person.

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Here's the follow-up discussion on this article: View all related messages

1.   Nov 27, 2002 8:57 AM
Okay, you have been very creative on spells already made, but to truly make magic more surprising you will have to create new spells...

In basic all magic is about resources.

Resources you have ...


-- posted by padehatten





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