Mage World

MageWorld is a small roleplaying game about wizards who explore dangerous locations to learn new spells. They peruse forbidden tomes, translate ancient scrolls, and interrogate locals dead and alive. They search for secrets to grow in power.

By Piotr Monwid-Olechnowicz
Edited by Zack Thomson, Radek MG
Illustrated by Roksolana Sainchuk

Version 0.2 β€” Playtest β€” September 2024

Attributions

The game aims to give the player what's best in Vancian magic while facilitating a fast and smooth gameplay. Depending on your style and favored culture of play, MageWorld can be a game for old-school power fantasies from mortal to a god, but also for a narrative tales of ambition, collaborative worldbuilding, and fast-paced emergent storytelling.

It's inspired by The Librarian and Indiana Jones movies, the story of Dragonlance's Raistlin Majere, the magic systems and combat scenes in Brandon Sanderson's and Steven Erikson's novels.

The magic moves are taken almost verbatim from the Magic-User playbook in Freebooters on the Frontier 2e by Jason Lutes, per his approval.

Harm and conditions system is based on Fantasy World by Alessandro Piroddi, Luca Maiorani, MS Edizioni. Here, it's combined with the "ability damage" concept from Freebooters on the Frontier.

Face Fury move is based on Jeremy Strandberg's "Defy Danger, Restated" blog post. His games Homebrew World and Stonetop are some of my favorites, so I expect there's some inspiration from them in here as well.


What do I need to play?πŸ”—

The ConversationπŸ”—

Roleplaying is a conversation.

Participants go back and forth, narrating their characters’ actions, words, feelings, and the fictional world around them. Sometimes you talk over each other and interrupt one another, other times you pause to make space for others to express their ideas. Throughout it all, everyone listens and adds to the unfolding story.

Rules make it a game. They guide the flow, add structure and consequences to the narrative.

ThemesπŸ”—

PrinciplesπŸ”—

See these as guidelines created to maximize engagement for everyone at the table. Follow them to play in the true spirit of the game.

AgendaπŸ”—

CoventπŸ”—

You all know each other for a long time, and form a group. Establish its nature before you create characters.

Feel free to create your own Covent type.

Creating a MageπŸ”—

NameπŸ”—

AttributesπŸ”—

Distribute values from -1 to +2 so that their total equals +1.

ignoring order: (+2, 0, -1); (+1, +1, -1); (+1, 0, 0); (+2, +1, -2)

Body: Physical strength and stamina.
Wits: Mental acuity and perception.
Soul: Arcane potency and spiritual force.

Your attributes double as hit points. When depleted, you don't simply fall; you’re overwhelmed. Your body collapses, muscles numb from pain. Your wits scatter, leaving your mind reeling and disoriented. Your power burns out, leaving you drained and hollow.

HarmπŸ”—

When characters get hurt they suffer in-fiction consequences of increasing severity.

On top of narrative consequences, Harm lowers the current value of one of the attributes.

A character is taken out when one of their attributes gets to -3.

Tags for Negative Attribute ScoresπŸ”—

AttributeHarm Description-1-2-3
Bodyphysical trauma, exhaustionweak, clumsysapped, exhaustedincapacitated
Witsstress, fear, sensory overload, head injurydistracted, rattled, anxiousdazed, terrifiedoverwhelmed, shattered
Soularcane burnout, emotional trauma, spiritual exhaustiondimmeddrainedhollow

Damage sources like poison, illness or magic can target any attribute.

For example: food poisoning condition would deal 1 Body Harm, drunk would be 1 Wits Harm, but characters struck with the Cangoth's Ray of Apathy would receive 1 Wits, 1 Soul Harm.

ArmorπŸ”—

Armor negates Harm, and gets damaged in the process. It's described with 3 attributes, and possibly tags or moves.

example

Lionheart's Plate Armor (2 Body, 2 Wits, cumbersome)

  • When you make a stand against superior foe, take +1 Forward.

The stats in parentheses "(2 Body, 2 Wits)" mean it can soak up 2 Body Harm and 2 Wits Harm before it needs to be repaired. The "cumbersome" tag affects fictional positioning β€” it's inconvenient to sneak or travel in a plate armor

example

Crown of Cherished Necromancy (1 Wits, 1 Soul)

  • When you take a life with a necromantic spell, you absorb Life Essence. You can spend 2 Life Essence for 1 Power when you cast a necromantic spell.

ConduitπŸ”—

You were not born to this. You took your power by grit and guile, years of work and blatant theft. You might have some talent, but the magic does not course through your veins. To make your mark on the world you need spells and your Conduit.

The Conduit focuses your power to affect the fabric of reality. If it's taken from you, you will be limited to the simplest of cantrips until you find another one. It can be an ancient spellbook, a magic wand or staff, a skull, or something else the group finds suitable. It is not part of your body, nor is it alive.

Your conduit stores spells even if it doesn't look like a book.

NexusπŸ”—

You have a common base of operations. It may be a tower, a ship (seaborne or airborne), a magical curios shop in the busiest street of a metropolis.

Name it and choose 3 tags from the list below. Get more tags through fiction.

Answer three of the questions, leave the rest for later.

Rolling the DiceπŸ”—

The rules are written down in the form of Moves, each has a trigger and an effect.

When the Mage is doing something that looks like the trigger of move, the effect takes place.

roll+X means roll 2 six-sided dice and add a modifier X.

When a move tells you to take +1 Forward, it means you add +1 to your next (appropriate) roll. +1 Ongoing means you add +1 until it makes sense to stop.

Base MovesπŸ”—

Cast a SpellπŸ”—

When you cast a prepared spell, describe its effect within the scope of its name, distribute Power among the four aspects of the spell, and roll +Unspent Power. On a 10+, the spell works flawlessly. On a 7-9, the spell works, and the Custodian will offer you a choice: e.g. collateral damage, partial success. On a 6-, you forget the spell and suffer an arcane accident.

Unspent Power equals Soul plus Boons, minus the combined Power Cost of your spell. Boons are positive modifiers from spent resources, and environmental circumstances.

Spell AspectsπŸ”—

Power CostEffectRangeArea of EffectDuration
0parlor trick (0)touchself/single targetinstant
1minor (+1 / 1 Harm)close/reach/neara few targets/tiny areaminutes
2moderate (+2 / 2 Harm)fargroup/small areahours
3major (+3 / 4 Harm)within sightmob/hamlet/medium areadays
5spectacular (+4 / 6 Harm)out of sightthrong/village/large areamonths
8legendary (+5 / 8 Harm)transplanarhorde/town/vast areapermanent

The effect column includes both a descriptive tag and suggested numerical modifier or number of dice. For example, a major effect costs 3 power and might be used to create +3 to a roll, deal 4 Harm or create armor negating 4 Harm.

The spell effects are not limited to numbers! Use your imagination and work with the table to determine a spell's effect level. The Custodian has the final say, but the other players can introduce their perspective or bring up a precedent. ("The Wall of Fire last week was moderate. It would makes sense the Ice Wall was the same.")

Arcane AccidentπŸ”—

RollAccidentΒ 
6Vacuity!The spell fails. Magic is a fickle mistress.
5Disruption!The spell fails, but arcane forces temporarily warp reality for the worse, in proportion to the spell’s intended effect.
4Disaster!The spell fails. Suffer a magical condition proportional to spell's intended effect (1-3 Harm).
3Incursion!The spell works, and a troublesome or dangerous arcane force is released into the world. Left unchecked, it will worsen.
2Ruin!The spell works, and you are permanently altered or cursed in proportion to the spell’s intended effect.
1-Cataclysm!The spell works, the world around you is altered permanently, and you become hollow.

Prepare SpellsπŸ”—

When you spend a few hours studying and organizing components, you forget all prepared spells and prepare a 3+Wits spells.

InscribeπŸ”—

You start with 2 spells, prepared and inscribed in your Conduit. Roll them up on the Spell Name table.

When you spend a day of downtime copying a new spell from another source, store it in your Conduit.

If the other source is not a scroll or book, but other mage's Conduit, you must first Undertake a Project to decipher it.

Face FuryπŸ”—

When the stakes are dire, danger is imminent, and you act anyway, roll ...+Body to endure, act fast, or employ finesse ...+Wits to apply expertise, diplomacy, enact a clever plan, or rely on your senses ...+Soul to invoke the arcane, unleash mystical forces, resist esoteric energies

On a 10+, you pull it off as well as one could hope. On a 7-9, the Custodian will present a partial success, a tradeoff, or a complication.

Undertake a ProjectπŸ”—

When you begin a significant endeavor, work out a list of 2-5 requirements. Leave blanks for later if you don't have a clear idea.

Mark requirements when you complete them in fiction. Use Take Time or Face Fury to make progress in downtime.

Take TimeπŸ”—

When you spend weeks or months working on a project, travelling or resting, discuss how the world changes. Clear all conditions.

If you're working on an ongoing project, describe your approach, what you hope to achieve, and mark progress.

Help or HinderπŸ”—

When you assist or interfere with an ongoing action of another Mage, Face Fury. On 7+ you add +1 or -1 (your choice). On 10+, you also avoid the consequences.

Discern RealitiesπŸ”—

When you closely study a situation or person, roll +Wits.

On 10+, ask the Custodian 3 questions from the list below. On a 7-9, ask 1.

Either way, take +1 Forward when acting on the answers.

Learn from MistakesπŸ”—

When you miss a roll, and its consequences come to bear, mark 1 XP. Don't mark XP when the miss is mitigated through Help or Hinder or Overload.

OverloadπŸ”—

When you sacrifice a part of yourself to beat insurmountable odds, burn 5 XP to reroll any dice. Choose the new roll or keep the old one.

Level UpπŸ”—

When you have 5 XP, you can spend it to gain an Advancement. You can hold XP unspent as long as you want.

AdvancementsπŸ”—

Non Player CharactersπŸ”—

NPCs have:

The NPCs don't roll, so the attributes serve only as slots for Harm.

An Orc Brute with attributes (+1, -2, -1) can bear 4 Body Harm, 1 Wits Harm and 2 Soul Harm.

He can take a beating, but confusing him or fooling him to turn on his allies will be trivial.

The CustodianπŸ”—

We use the term Custodian, not Game Master, because they're neither a master of the players, nor the sole person who seeks mastery. All players hold responsibility for the game.

The game works much better when the Mages seek mastery, and the Custodian is just vibing, than in the inverse.

The Custodian facilitates the conversation, portrays the world, and keeps the notes.

Custodian MovesπŸ”—

A Soft Move is one without immediate, irrevocable consequences,. Ignored, it becomes a Golden Opportunity for a Hard Move, which has an immediate effect. Don't speak the name of your move. Make one that fits the fiction, then ask "What do you do?".

How to play as the Custodian?πŸ”—

All players play according to the Agenda and the Principles, but the Custodian has an additional task.

important

The Custodian's main responsibility is taking care of the game.

To take care of the game, you:

You're free, but not required, to employ the help of the Mages with typical Game Master tasks β€” scheduling, describing environments, portraying NPCs, finding and prepping modules, and managing the overarching story of the campaign.

But these two duties are yours alone.

Safety ToolsπŸ”—

You maintain an orderly and safe environment by using safety tools and resolving social tensions.

Well-oiled MachineπŸ”—

You make it run like a well-oiled machine by learning the preferences of the table, and controlling pacing.

PacingπŸ”—

You can play a good game in 2.5 hours.

There's nothing wrong with 6-hour sessions. On the contrary, I'd love to play one like that. However, a well-designed roleplaying game should not exclude adults with jobs and children.

Preferences and SettingsπŸ”—

There's a lot of ways to play a roleplaying game.

What's more, despite the sleek design, the opinionatedness, clarity of writing, and great looks of the author, there's a lot of ways to play MageWorld.

With the construction of moves and the text of the game, I'm trying to suggest things I feel make good games easier to pull of. However, there's still a lot of breathing room for the table. Regardless of the mechanics, each table will play a slightly different game, adjusted to their preferences.

Does your table like to build elaborate narratives, immerse in a fictional world, or do they like a challenge? What do you like, personally? Play different games to learn your preferences. Learn to strike a balance, too. Focusing on one aspect to the detriment of the others can lead to a shallow play.

If you're playing with a new group, and you fancy a lengthy Session 0, take a look at Play the Same Game Tool.


Hacking the GameπŸ”—

Playing as a non-magical martial fighterπŸ”—

Your Conduit is a legendary weapon. You call the spells Techniques. Instead of rewriting them from scrolls, you learn them studying from old masters, dueling rivals, observing and mimicking beasts.

Running one-shotsπŸ”—

  1. Don't worry about the Covent and Nexus or predefine it. Provide three combinations to choose from, no more.
  2. If you don't have much time, Level Up and Overload require 3 XP instead of 5 XP.
  3. Play High: Let Mages choose one Advancement at character creation.
  4. Or Play Low: As 0-level characters, start with no spells. Find them in game, but not later than second location or right after first combat.

Custom MovesπŸ”—

TBD: What are the common structures of moves? One example move for each of three structures.


Printable MaterialsπŸ”—

Spell NameπŸ”—

Roll 1d12 for Spell Name Template, then 1d100 for each part.

1d12Spell Name Template
1-2[Noun] [Form]
3-4[Adjective] [Form]
5-6[Adjective] [Noun]
7[Form] of [Noun]
8[Form] of [Adjective] [Noun]
9[Wizard name]'s [Adjective] [Form]
10[Wizard name]'s [Adjective] [Noun]
11[Wizard name]'s [Form] of [Noun]
12[Wizard name]'s [Noun] [Form]
1d100FormNounAdjectiveWizard Name 1Wizard Name 2
01ArmorAcidAll-KnowingA--ak
02ArrowAetherAll-SeeingAb--alto
03AuraAirArcaneAga--ana
04BaneAngerBefuddlingAlha--anti
05BeastAshBindingAppol--aris
06BladeAvariceBlackApu--ark
07BlastBalanceBlazingArne--asta
08BlessingBlightBlindingAsmo--balia
09BlobBloodBloodyBaha--bus
10BloodBoneBrightBal--by
11BoltBonesCacophonousBarba--cas
12BondBrimstoneCeruleanBol--ce
13BoonClayConcealingBy--derol
14BrainCloudConfusingCan--deus
15BurstCopperConsumingCinni--din
16CallCosmosCrimsonCir--dok
17CharmDarkDamnableCyn--dor
18CircleDeathDarkCyto--dred
19ClawDeceitDeflectingDar--driar
20CloakDespairDelicateDarg--dula
21ConeDestinyDemonicDe--dun
22CrownDimensionDevastatingDes--dustin
23CubeDoomDevilishDra--er
24CupDustDiminishingDul--fant
25CurseEarthDrainingElez--fia
26DaggerEmberEldritchEly--fonse
27DartEnergyEmpoweringEz--gad
28DemonEnvyEnlighteningFal--gax
29DisturbanceFearEnsorcellingFaral--glana
30DoorFireEntanglingFlo--goria
31EyeFogEnvelopingFol--goth
32EyesForceErraticGaili--heer
33FaceFuryEvilGarg--houlik
34FangGloryExcruciatingGast--ia
35FeastGluttonyExpandingGil--iala
36FingerGoldExtra-PlanarGy--iana
37FissureGreedFearsomeHaz--ingar
38FistHateFlamingHeca--ista
39GateHatredFloatingHer--jan
40GazeHealthFreezingHog--jobulon
41GlamerHeatGlitteringHur--kan
42GlobeHistoryGyratingI--kang
43GolemHopeHelpfulIk--konn
44GuardIceHinderingIlde--lah
45GuideIronIcyIn--leius
46GuiseJusticeIllusoryJas--leo
47HaloKnowledgeIncredibleJir--leou
48HammerLeadInescapableJu--lin
49HandLiesIngeniousKrak--lonia
50HeartLifeInstantKul--lonius
51HelmLightInvigoratingLaf--loo
52HornLightningInvisibleLong--lume
53LockLoreInvulnerableMa--ma
54MantleLoveLiberatingMer--mas
55MarkLustMaddeningMercu--mast
56MemoryMetalMagnificentMor--mia
57MindMightMany-ColoredMune--miel
58MouthMistMightyMunno--motto
59NooseMoonMost ExcellentMurz--moulian
60OathMudOmnipotentNaf--mut
61OracleNatureOozingO--nak
62PatternOilPenultimateOsh--nia
63PetPainPestilentialPande--nish
64PillarPerceptionPiercingPander--nob
65PocketPlanePoisonousPar--o
66PortalPlantPrismaticPer--ol
67PyramidPoisonRagingQuel--ool
68RayQuicksilverRejuvenatingRa--pa
69RuneRevulsionRestorativeRagga--pheus
70ScreamRotScreamingRhi--phim
71SealSaltSensitiveSatan--por
72SentinelShadowShimmeringSatur--quint
73ServantSightShiningSemi--ramis
74ShaftSilverSilentSera--rezzin
75ShieldSmokeSleepingShe--ro
76SigilSoilSlowShrue--rrak
77SignSoulSmokingSloo--ry
78SongSoulsSorcerer'sSol--sira
79SpearSoundStrangeT'--sta
80SpellSpiritStupefyingTcha--te
81SphereStarsTerribleTol--teria
82SpraySteamThirstyTub--thakk
83StaffSteelThunderingTur--thalon
84StormStoneTrans-dimensionalU--tine
85StrikeStormTransmutingVag--toomb
86SwordSunUltimateVal--torr
87TendrilTerrorUncontrollableVance--troya
88TongueTimeUnseenVer--tur
89ToothTreasureUnstoppableVish--tuva
90TrapTruthUntiringWa--u
91VeilVanityVengefulWin--valva
92VoiceVenomVexingXa--vance
93WallVerminViolentYu--vilk
94WardVoidVioletZa--wink
95WaveWaterViridianZal--xa
96WeaponWillVoraciousZan--yop
97WeaveWindWeakeningZili--zant
98WhisperWisdomWhiteZim--zark
99WingsWoodWondrousZuur--zirian
100WordYouthYellowZza--zred

ContactπŸ”—

If you've found a mistake, or have a suggestion, please reach out to me on BlueSky, Twitter or by email at hasparus@gmail.com