The following is a playtest version of a new magic system for use in tabletop role-playing games. When complete, a PDF version will be available at joeyv120.itch.io. Please leave feedback by commenting below.
wicche /ˈwitʃ(ə)/ noun: A wielder of magic, caster of spells, practitioner of occult rituals; a diviner; also, a maker of magical potions or poisons. Gender neutral.
Wicchecrafting
As a wicche you can craft spells and wield magic. Perhaps you were trained by a powerful mentor, or maybe it is a natural ability passed to you from your parents.
Your magic is crafted through the combination of Components — one of each: Sphere, Fiat, and Path. These components, outlined below, combine to form a Study.
Components
Components in Wicche are not tangible in-game items or narrative actions, but a meta system for defining your range of knowledge — akin to schools of magic.
Spheres represent the elemental targets of a spell:
Air – gas, pressure, sound, weather, wind, vapor
Body – ability, appearance, condition, derivatives
Earth – derivatives, glass, metal, stone, water
Flora – appearance, derivatives, disease, poison
Light – color, perception, shadow, visibility
Mind – consciousness, emotion, morale, perception
Pyre – energy, flame, heat, pain, smoke
Wyrd – fate, gravity, spirit, time, undead
Fiats instruct the spell’s behavior:
Compelling – force, influence
Divining – commune, foreknow
Summoning – create, gather
Transmuting – alter, transform
Warding – banish, protect
Paths are modes in which a spell may be expressed:
Brew – potion, powder, consumable item
Circle – boundary, drawn, constructed, natural
Ritual – performance, incantation, gesture
Token – poppet, tool, wand, non-consumable item
The list of suggested interpretations accompanying each component are neither permissive nor exhaustive. Work with your GM to refine these interpretations as needed.
Studies
A combination of specific components is called a Study and determines what spells you can cast. You will start with knowledge of one study and can learn more as you advance.
Studies do not represent an individual spell, but a range of knowledge under which many spells may be cast.
Perhaps you have studied Pyre-Summoning-Tokens. Within that study you may create a wand of fireballs or a flaming sword. A study in Light-Compelling-Ritual may allow you to focus the sun’s rays into a deadly weapon or cast an invisibility spell. Similarly, a study in Mind-Compelling-Ritual can allow you to appear invisible by casting a charm on the observers. Or, instead of invisibility, use your Mind-Compelling-Ritual to appear large and intimidating.
You are limited only by your creativity, imagination, and the approval of your GM.
Wicchecasting
The path of the study also suggests when you should roll dice to cast a spell:
Brews are cast when concocted, even if the spell is not activated until the item is consumed. Each dose of a brew requires a separate dice roll.
Circles are cast when the character specifies the spell and defines its physical boundary, for example, constructing a massive henge or marking a door with chalk.
Rituals are cast when you perform the action required to activate the spell. This may be a simple vocalization or a complex dance of writhing bodies around an enormous bonfire.
Tokens are cast when you imbue an object with magic. You can then activate the wicching at will, assuming there is at least one charge available. Multiple charges each require their own dice roll.
You should specify the details of the spell you are attempting to cast including — when appropriate — range, duration, effects, et cetera. Based on your description the GM should communicate possible consequences of a failed or middling roll; the more powerful the magic, the more severe the consequences may be. Negotiate if desired. For example, if the GM suggests that your one-meter fireball in the tiny room is risking harm to yourself, you are welcome to scale back the spell to avoid risking injury.
In summary,
The player describes the spell within their study
The GM reveals possible consequences
Both parties negotiate details and consequences
The player rolls dice to resolve the outcome
Narratively play out the results of the dice roll
Experience, fatigue, and other mechanical elements are resolved
Consequences
Here are some narrative ideas for consequences the GM may inflict after a poor roll. The consequence should be scaled proportionally to how powerful the spell is intended to be, and how closely the casting adheres to the spell’s definition.
Inflict extra fatigue or immediate exhaustion
Affect an unintended target or bystander
Remove resources such as supplies or time
Present a no-win choice, or a Pyrrhic victory
Increase the stakes, or introduce a new threat
Create a disadvantage, or turn the tables
Resolution Mechanics
For playtesting, two different dice mechanics are described below. Choose one.
Dice Rolls – Option A
To resolve a spell casting roll 2d10 and add any modifiers. The degree of success is determined as follows:
16 or higher: SUCCESS.
The spell is cast as intended
Mark a Practice Tick
12 to 15: WAVER.
The spell is cast
Mark a Fatigue Tick
There may still be consequences
11 or lower: FAILURE.
The spell is not cast, or is miscast
Mark a Fatigue Tick
Face the consequences
Dice Rolls – Option B
To resolve a spell casting roll 1d6+modifiers ("Casting”) and two (2) d10 (“Resistances”, each d10 considered individually). The degree of success is determined by if the Casting overcomes (is greater than) both, one, or neither Resistances, as follows:
Casting overcomes both Resistances. SUCCESS.
The spell is cast
Mark a Practice Tick
[Matching pair: if the d10s match add extra flourish to the casting or describe how it went better than expected]
Casting overcomes only one Resistance. WAVER.
The spell is cast
Mark a Fatigue Tick
There may still be consequences
Casting overcomes neither Resistances. FAILURE.
The spell is not cast, or is miscast
Mark a Fatigue Tic
Face the consequences
[Matching pair: if the d10s match you are Exhausted, but also mark a Practice Tick and describe how you learned from your failure]
Modifiers and Conditions
Experience Level: For each Experience Level add that number to the roll.
Exhaustion: Subtract 1 from the roll if Exhausted. The Exhaustion condition is gained by marking 4 Fatigue Ticks. Exhaustion and Fatigue are cleared by resting a narratively appropriate amount of time (ex. 8 hours) determined by the GM before playing.
Situational: The GM may call for a +1 or -1 modifier if it is situationally appropriate.
The total of all modifiers cannot be less than -1 or more than +5.
Advancement
The maximum Experience Level for any Study is 4.
Once you have marked 4 practice ticks at your current level you can either advance that study to the next level, or exchange that experience to learn a new study.
If you choose to learn a new study, clear the 4 practice ticks of the current study and choose a new study that includes two components from the current study.
For example, Gothel marks their fourth Practice Tick under Wyrd-Summoning-Token (WST) level 2 after a successful casting. They choose to learn a new study instead of advancing WST to level 3 at this time, so they clear all their Level 2 ticks for WST and learn Pyre-Summoning-Token.
Spell Book Mock-up
As you learn new studies add them to your spell book. Beginning at level 0, fill a quarter of the circle as described in the dice mechanics above. Once a circle is completely filled you may advance that study to the next level, or clear that circle in exchange for learning a new study.
Fill in the fatigue clock when prompted by the dice mechanics as described above. Once it is full you are “Exhausted”: subtract 1 from all casting rolls until you can clear your fatigue clock by resting.
Licensing, Credits, & Inspiration
Wicche is licensed under CC BY4.0, and is an independent production inspired by but not affiliated with the following works:
Witchery by Levi Kornelsen; used with permission.
Ironsworn, created by Shawn Tomkin, and licensed for our use under CC BY 4.0.
Clock glyphs created with timeTo.