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Vancian Spell Names and a Call for Whimsy

Every few months, the Dying Earth Spell Generator is traded around. I'm glad because despite having it bookmarked, I tend to forget that it is available. For those that think like me, here is the link: Dying Earth Spell Generator.

I've seen this posted somewhere, but I cannot find it. Essentially, someone said that they were taking a break from dark fantasy. This person still wanted fantasy, but something that was light (as in positive) fantasy. In other words, instead of dread and misery, a world of wonder. Yes, maybe even a bit of whimsy.

As hard as it is to imagine, I get a sense of wonder from many of the resutls of the Dying Earth spell generator. For example, Baiti's Vocal Backbone makes me think that some bard made individual vertebrae capable of singing harmony with him. Why the backbone? So that the voices would come from behind him, making his voice stronger and still a lead voice. Hearing a bard perform in this magical way, the typical PCs would examine the instrument, his gloves, his hat, his necklace, bracers, etc. etc. etc. They would never ever guess that it was a spell, and a spell that vocalized his vertebrae.

There's wonder in that for me.

I will be posting a review of James Hutchings, A New Death and others in a couple days. I think there are stories in this tome that can evoke a similar kind of wonder. I read more than one story that make me think "magic should work this way" or "a world like this would be fun to explore." It reminds of when I was collecting Hot Wheels and I found a red Cobra Mustang. It felt to me like I had one of only three in the world (they made more, this is just a feeling) and I had endless delight imagining myself behind the wheel of one of these bad boys.

So I am off dark fantasy for a while. Sure, lurking undead and tentacled horrors from beyond the stars are awesome, but I ready for dragons that are actually awe-inspiring, magic that can't be explained well and creatures that are totally unexpected, but not always evil. Make the good guys cool, too.

That also means a shift to rewarding exploration. I like Greyhawk Grognard's idea of awarding xp awards for finding certain places scattered over the world. I'm going to use that. I'm also going back to when defeating monsters granted xp, not necessarily killing them. Sometimes, attacking a goblin just to get 5 xp will benefit you nothing at all. (No gold farming, please.)

Maybe whimsy is a poor choice of words, but the gist is to look for something with a bit more wonder.

Curse You Google Plus!

I'm finding that I spend so much time reading on G+ that I am not really posting. When someone asked about the ACKS psionics thing that I was working on, I spent a lot of time writing there instead of here. In fairness, the spreadsheets I need to finish seem to have somehow migrated off my Thumb drive onto my work computer.

Still, the point is, I've spent several hours I don't really have reading on G+. Not a complaint, just an admission of my ADD.

So for the ACKS Psionicist Class, a few things:

  • Point-based system.
  • Magic does not equal psionics. In other words, psionics are not just another form of magic.
  • There are wild talents, but almost 98% of the individuals with a wild talent become a psionicist because...
  • ...there is a game reason to be a psionicist. Mages must have a gift to cast spells - you have it or you don't.
  • Wild talents are treated like proficiencies.
  • No multi-classing with a psionicist.
  • Powers from OD&D and Dragon#24 are included, but there are new powers, too. The choices of power reinforce the assumed campaign premise for their existence, so they may seem a bit odd.
  • What? No psionic blast? How will the phrenic scourge inspire fear the hearts of adventurers? The answer is that it will be really, really nasty.
  • Powers do not have levels like spells. Yes, there are ritual powers.
  • Psionic combat is different.

Work Continues

I am working on lots of things, it's just that nothing is in a state to post.

I started working on the B/X or ACKS psion and got the powers, levels and all that figured out. Then it occurred to be that there needed to be a quasi-setting around them to add interesting proficiencies.

That led to re-opening the Shayakand and Tanah-Con-Rahn files. Opening my own old stuff leads to only one thing:

Revision.

Two of the needed revisions pertain to what to call things. The ad-hoc languages I was using weren't consistent and made little sense. So, more conlanging. The language of magic is still something that sounds Latin-ish. The language of everyday folks, however, isn't sounding like anything familiar, but is looking like German (or Malay Indonesian).

Working on languages goes back to one of the central ideas of Tanah-Con-Rahn:

The language of magic is known, however, knowing the words won't let you cast spells. Either you can cast spells or not - it's inborn and not taught.

If you want to learn magic and you are not one of the lucky few, you can go the religious route (become a Cleric) or the mystery route (become a psion).

There's more, but I am trying to put it into a coherent format. Hopefully, more soon.

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