Improving Shadowdark magic
The OSR (Old School Renaissance) movement was born from a desire to recapture the essence of early RPGs: games where player creativity mattered more than character sheet statistics, where the world was dangerous and unpredictable, and where the game master was a fair arbiter, not a linear storyteller.
One of the most repeated maxims in OSR is “rulings, not rules” —the GM’s decisions, not pre-written rules for each situation. When a player wants to break down a door, the GM doesn’t look for a “Lockpicking” skill on the character sheet; they ask how the character does it, set a chance (usually with a die), and resolve it. When a player wants to deceive a guard, they roleplay the lie, and the GM decides if it works based on what was said.
This philosophy values player agency and narrative fluidity.
However, there is one area of the game that has stubbornly remained attached to fixed lists and pre-labeled buttons: magic .
The wizard looks at their character sheet and sees a list of spells with specific names, ranges, durations, and predefined effects. Magic Missiles deals 1d4+1 damage, point. Fireball explodes in an area, point. Invisibility lasts until you attack, point.
The mage player doesn’t ask “what can I do with my magic?” – he asks “which of these five buttons should I press now?”
This is the opposite of what OSR advocates for any other action in the game.
And here’s the paradox: Vancian magic (named after Jack Vance, author of Tales of the Dying Earth ) is itself extremely old school . The first edition of Dungeons & Dragons used it. Gygax and Arneson were directly inspired by Vance. Therefore, fixed-list magic has historical pedigree.
But OSR has evolved. After decades of debate, reflection, and experimentation with alternative systems (such as Maze Rats , Knave , Into the Odd , Mörk Borg , and many others), the community realized that Vancian magic, while classic, often stifles creativity instead of stimulating it.
The result? Many OSR tables have adopted free-form magic systems, where the player describes the desired effect and the game master judges the difficulty. Shadowdark , which is already a marvel of simplicity and elegance, deserves this type of adaptation.
That is what we present in this article.
In-depth critique of Vancian magic
Before proposing our solution, let’s examine in detail the problems of Vancian magic in an OSR context.
The problem of the fixed list
A spell list is, by nature, a creative limitation. The player can only do what is written. If they want to use Lift Object to raise a lever at a distance, great. But what if they want to use the same spell to create a makeshift bridge with loose planks? The text doesn’t provide for that. The game master needs to decide whether to “allow” it – and the player feels like they are asking for permission, not using their ability creatively.
Real-life example (reported in forums): A level 2 wizard wanted to use Frost Ray to freeze the surface of a river and allow the group to cross. The game master said, “No, the spell only causes damage.” The player argued, “But it’s ice, it should freeze water.” 10-minute discussion. The narrative flow was broken.
The problem of “memory spaces” (slots)
The daily spell slot system (you can cast so many level 1 spells, so many level 2 spells, etc.) turns magic into a tactical management resource , not an expression of arcane power. The mage thinks of “spending” their spells like ammunition. This is suitable for a wargame, but not for a narrative RPG.
Furthermore, it creates the infamous situation of “resting after each battle to recover magic.” The game’s pacing suffers.
The problem of predictability
A Vancian spell is completely predictable. Fireball always deals 6d6 damage in a 6m area. The player knows exactly what will happen. There is no risk beyond failing the target’s saving throw. There are no consequences for the caster.
Where does magic stand as something strange and dangerous ? Tolkien described magic as something that “breaks reality,” not as a reliable tool. In the tradition of fairy tales, casting a spell can go wrong in unpredictable ways.
The problem of forced specialization
In Vancian magic, all wizards on the same list have access to the same spells (with slight variations by school in some editions). There is no incentive for one wizard to be a “master of illusions” and another a “master of fire,” unless the game master forbids certain spells. The system does not reward niches.
The final paradox
The ironic thing is that many of the OSR creators themselves have already acknowledged these problems. Systems like Into the Odd (and its offspring Electric Bastionland ) have completely abolished spell lists, replacing them with “arcana”—strange items with unique but non-repeatable effects. Mörk Borg has a chaotic spell table that can go terribly wrong. Maze Rats uses daily random generation.
Shadowdark, in its original form, already took a step in that direction with its table of magical accidents (when you fail a spell). But it still maintains the fixed list structure.
Our system is the next step.
Philosophical foundations: Tolkien and the grammar of adjectives
J.R.R. Tolkien’s essay “On Fairy-Stories” is one of the most profound reflections ever written on the nature of magic in fantasy. Tolkien wasn’t writing a role-playing game manual, but his ideas are extraordinarily applicable.
In a famous passage, he says:
“When we can take the green from the grass, the blue from the sky, and the red from the blood, we already possess the power of an enchanter.”
The central idea is that true magic is not a list of effects, but the ability to draw abstract qualities from the world and then recombine them in new ways. In linguistic terms, the invention of the adjective was the first and most powerful enchantment.
If you can extract the concept of “green” from grass, then you can apply it to something that isn’t naturally green – painting a horse green, making a goblin’s skin green, or even (in a more metaphorical sense) making a person “green with envy.”
Magic, therefore, is a grammar , not a dictionary. The magician has words (adjectives, nouns, verbs) and combines them into sentences. Each incantation is a new sentence.
Our system of Forms is an attempt to translate this idea to Shadowdark. Each Form (Elemental, Vital, Mental, etc.) is like a semantic field – a set of related words. Within this field, the player can form any sentence that makes sense, and the game master judges how difficult it is to pronounce that sentence at that moment.
What can we learn from other free systems?
Before designing our solution, it’s worth studying how other OSR systems handle free magic.
Maze Rats (Ben Milton)
Maze Rats uses a daily random spell generation system . The wizard rolls on tables to match an Adjective and a Noun (e.g., “Summon Beast,” “Acidify Weapon,” “Horrifying Speed”). The spell name is the only guide; the game master and player roleplay together what it does. The spell is forgotten after use (cast once, done).
What we learned : Randomness fosters creativity. You never know what you’ll have tomorrow. The “forget after use” system eliminates the slot problem.
Limitation : There is no specialization. A level 5 mage is as random as a level 1 one. Additionally, some generated names may be confusing.
Knave 2e (Ben Milton)
Knave 2e includes 100 predefined spells (with fixed effects), but also offers a Maze Rats-style random spell generator as an option. The key difference is that anyone can learn spells (there is no wizard class). The only limitation is your inventory: you need to physically carry your spellbook.
What we learned : The idea that magic can be accessible to everyone, not just one class, is interesting. Our system maintains the Wizard/Cleric distinction, but allows feats to grant Forms to other classes.
The Electrum Archive (Emiel Boven)
In this system, magic is powered by Ancient Ink , a scarce resource that must be inhaled. Spells are randomly generated by tables ( d88), combining verb, object, and adjective. The risk is the consumption of the resource.
What we learned : Replacing slots with a physical resource (ink, mana, etc.) creates an interesting economic tension. Our system uses attribute penalty as the “cost” of failure, but we could adapt it (see variants).
Mage: The Ascension (White Wolf)
Although not OSR, Mage has one of the most sophisticated free magic systems ever created. Nine Spheres (Forces, Mind, Life, etc.) define what you can do. Each effect is improvised. The risk is Paradox – reality “biting back” for violating the laws of physics in front of witnesses.
What we learned : Paradox is one of the most elegant mechanics for limiting a mage’s power without resorting to spell slots. Our Intelligence/Charisma penalty is a simplified form of Paradox.
Our system: magic by Forms for Shadowdark
Now, we present our complete proposal.
General principles
- No daily spell slots . The caster can attempt as many spells as they want. The limit is the risk of failure.
- Base roll :
1d20 + modificador do atributo chave(after penalties). - CD defined by the master according to the reference table (section 7). Base CD is 8, increases in intervals of 2.
- Proficiencies : The spellcaster is trained in a limited number of Forms. Without proficiency, they roll with disadvantage.
- Spellbook : A list of specific spells the spellcaster has mastered. Casting the exact spell from the spellbook grants advantage.
- Rituals : Casting calmly (minutes/hours) negates penalties for lack of proficiency.
- Failure : The difference between the roll and the DC temporarily reduces the key attribute. If the modifier reaches -3 or less, unable to cast spells.
Key attributes
| Class | Attribute for magic | Penalty affects… |
|---|---|---|
| Wizard | Intelligence | Int modifier |
| Cleric | Charisma | Car modifier |
Why Charisma for Clergy? Faith is not just theological knowledge (Wisdom) – it is willpower, the ability to inspire, the power of divine persuasion. Charisma represents the strength of devotion. Furthermore, it clearly distinguishes magicians (intellectuals) from clergy (charismatic).
Proficiencies
Level 1 – Mage : Proficient in two Forms of your choice (from Elemental, Vital, Mental, Illusory, Essential, or Profane). Clerical is not initially permitted for mages (unless the GM allows a special narrative arc).
Level 1 – Cleric : Automatically proficient in Clerical . Does not gain any other forms initially. Can learn other Forms through feats.
Proficiency advancement : Talents enable:
- Increase your proficiency in a Form you already possess: +1 to spell rolls in that Form (maximum +3). This bonus stacks with your ability modifier.
- Learning a new Form (becoming proficient in it).
Roll without proficiency : Disadvantage (roll two d20s, take the worst). This represents the difficulty of manipulating strange energies without training.
Grimoire – the power of study
A grimoire is a physical book (or prayer scroll, for clerics) where the conjurer records specific spells that he has studied in detail. A spell in the grimoire is not just a name – it is a precise description of its range, damage, duration, area, components, etc.
Rules :
- Starting point : 3 spells in the spellbook. Each spell must belong to a Form in which the caster is proficient.
- Gain per level : +1 spell in the spellbook.
- Conjure from the spellbook : When the player declares that they will reproduce the described effect exactly (without variations), they roll with advantage (two d20s, take the higher one).
- Without the spellbook : If the spellcaster has lost or does not have access to the spellbook, they cannot cast these spells with advantage. They can try to improvise (normal roll, no advantage).
Example of an entry in the grimoire (magician):
Sulphur Flames (Elemental, DC 14): Projects a burst of flame that deals 2d6 damage to a creature within short range (up to 10m) and sets it ablaze, dealing an additional 1d4 damage at the start of each of its turns until extinguished (action to extinguish).
Example of an entry in the grimoire (cleric):
Traveler’s Blessing (Clerical, DC 10): An ally within short range gains a +1 bonus on Dexterity and AC checks for 1 hour.
Cost to add spells to the spellbook : In addition to the spells gained per level, the spellcaster can learn new spells during the game. Requires 1 week of study and 100 gp per DC/2 (rounded up). Ex: DC 14 costs 7 * 100? Better to simplify: 100 gp per DC point above 8? No. Let’s simplify: 100 gp per DC level (DC 10 = 100 gp, DC 14 = 400 gp, etc.). The DM can adjust.
Rituals – the power of calm
When there is time and safety, the conjurer can perform a ritual instead of instantaneous conjuration.
Time required (base):
- CD 8-10: 1 minute
- CD 12: 10 minutes
- CD 14: 1 hour
- CD 16: 4 hours
- CD 18+: 1 day (8 hours of work, breaks)
Benefit:
Cancels the penalty for lack of proficiency . Even without proficiency, the roll is normal (without disadvantage).
Limitations :
- It cannot be used in combat or under stress (chasing, free fall, etc.).
- If interrupted (by attack, sudden noise, etc.), it counts as a failure with the same CD as the original CD, and suffers the normal penalty.
- It requires a quiet space and usually consumable physical components (candles, incense, chalk, etc.).
Example : A wizard with no proficiency in Unholy wants to summon a spirit for interrogation (DC 16). He spends 4 hours drawing circles, burning herbs, and reciting names. He rolls normally (no disadvantage) and can still request a DC reduction if he spends 8 hours. If he fails, the Int penalty will only be 2 instead of 4 (if the DM uses the optional rule).
The Seven Forms in Detail
Each Form has a thematic scope, clear limitations, and examples of effects per CD level.
Elemental
Domain : Inorganic matter, energy, natural phenomena. Fire, ice, electricity, earth, air, water, gravity, light, sound, heat.
You cannot : Directly affect living beings (except through fire/ice, which burn/freeze – this is allowed, but you cannot heal or control a living being). You cannot create matter from nothing (only manipulate existing matter).
Examples by CD :
| CD | Effect |
|---|---|
| 8 | Light a candle, create a spark, heat soup, make a gentle breeze. |
| 10 | Pushing open a door with a burst of wind, lifting 1kg of earth, creating smoke. |
| 12 | Blaze 2d6 damage to a target, freeze 1m² of water, push creature with wind (Strength check). |
| 14 | Levitate person for 1 minute, create air shield (+1 AC), heat metal to a red-hot state. |
| 16 | Fireball with a 2m radius, 3d6 damage; lightning bolt that paralyzes for 1 round; create a local earthquake (3m area, knocks down). |
| 18 | Portal to another location (range 1km), ice storm area 10m, flight time 10 min. |
| 20+ | To create a mountain, to open a fissure to the center of the earth, to stop the wind in a region. |
Vital
Domain : Living beings – plants, animals, fungi, humans. Healing, disease, aging, growth, metamorphosis, plant control.
It cannot : Affect inanimate matter (except through plants growing through it). It cannot create life from nothing (only accelerate growth or regeneration). It cannot control minds (that is Mental).
Examples :
| CD | Effect |
|---|---|
| 8 | Cure 1 PV (in others), make a flower bloom, diagnose disease. |
| 10 | Heal 1d6, accelerate natural healing (rest yields double), make plants grow 1m. |
| 12 | Cure 2d6 or more common diseases, put an animal to sleep (saving throw), create thorns on a branch. |
| 14 | Regenerate a lost limb (takes 1 day), cure poisoning, control aggressive plants (e.g., vine clings to you). |
| 16 | Heal group in an area (2d6 each), transform arm into tentacle (1d6 damage, grapple), age animal 10 years. |
| 18 | Resurrection (whole body, up to 1 day), creating a simple living being (e.g., a rat), temporary immortality (1 round). |
| 20+ | Cure death from old age, create a new type of plant, grant life to a construct. |
Mental
Domain : Mind, perception, emotions, memories, will. Telepathy, control, sensory illusions (but Illusionary deals with external illusions; Mental deals with internal perception).
Cannot : Directly affect the physical world (except through controlling a being). Cannot create physical objects. Cannot read the minds of the dead (that is Profane or Necromancy).
Examples :
| CD | Effect |
|---|---|
| 8 | Read superficial emotions (fear, joy), send a 1-syllable word telepathically. |
| 10 | Read current thoughts (what the target is thinking right now), cause confusion 1 round. |
| 12 | Paralyze a human for 1 round (resistance test), erase memory for 1 minute, put a creature to sleep. |
| 14 | Erase 10 minutes of memory, control basic actions (e.g., walking in a straight line), cause temporary blindness/deafness (1 hour). |
| 16 | Total control of a person for 10 minutes, rewriting personality (partial, lasting), complete amnesia. |
| 18 | Read old memories (years), control multiple people (up to 3), transfer consciousness to an animal. |
| 20+ | Erase a person’s existence (no one remembers them), mass control (entire village). |
Illusory
Domain : Deception of the senses. Images, sounds, smells, textures. Camouflage, invisibility, mirages.
Cannot : Cause actual damage (unless the target believes so firmly that they are suffering psychosomatic damage – DC 18+). Cannot directly affect the mind (only the senses). Cannot create physical objects.
Examples :
| CD | Effect |
|---|---|
| 8 | To create a moving shadow, an echo of a voice, the scent of flowers. |
| 10 | Illusory copy of yourself that lasts 1 round, camouflage against a creature (advantage on Stealth checks). |
| 12 | Invisibility for 1 round, create an image of a small object (key, coin), loud scary sound. |
| 14 | Invisibility for 1 minute (breaks if attacked), illusion of a solid wall, fake face (change appearance). |
| 16 | Illusion of an entire building (appears like a ruin), invisibility for a group (3 creatures), illusion that blinds (resistance test). |
| 18 | Illusion that causes real damage (2d6 psychic), landscape mirage (1 km²), illusory clone that fights (but does not cause real damage). |
| 20+ | Entire city illusory, creating false memories implanted via illusion (CD 20). |
Essential
Domain : Magic itself. Detection, cancellation, protection, reflection, amplification.
Cannot : Create elemental or vital effects (only manipulate existing magic). Cannot create permanent magic items (only temporary ones).
Examples :
| CD | Effect |
|---|---|
| 8 | Detect if an object is magical (contact), sense the presence of magic in an area (yes/no). |
| 10 | Identify the school/form of an active spell, create a small shield against spells (+1 to saving throws). |
| 12 | Cancel an active spell (DC ≤ 12), protect an object from magic (1 hour), detect magic in a 10m area. |
| 14 | Reflect a spell back (roll against test), create an anti-magic seal on a door (1 day). |
| 16 | Cancel any spell (DC ≤ 16), steal energy from a magic item (destroying it recovers the Int penalty), amplify a spell (+1 DC for another caster). |
| 18 | Anti-magic area (3m) for 1 hour, transfer enchantment between objects, create temporary magic item (1 day). |
| 20+ | Cancel legendary artifact magic (requires a test), create a wild magic zone (random effects), make someone magically invisible to detection. |
Profane
Domain : Death, decay, occultism, souls, curses, summoning of dark entities.
Cannot : Heal (except through life drain). Cannot create light or holy effects. Cannot summon celestial creatures.
Examples :
| CD | Effect |
|---|---|
| 8 | To make a small object rust, to sense the presence of the dead, to create a black flame (only light, no heat). |
| 10 | Stab with power (weapon deals +1d6 damage to living enemies), eye of the skull (see through corpse eyes for 1 minute). |
| 12 | Animate a corpse (skeleton or weak zombie) for 1 hour, draining 1d6 vitality (healing mage for 1d4). |
| 14 | Curse weapon (deals +1d8 damage to living enemies, prevents healing for 1 round), bad luck (target has disadvantage on saving throws for 10 minutes). |
| 16 | Summon a ghoul for 1 day, curse a person (resistance test or suffer 1d6 damage per day until removed), talk to the dead (10 minutes). |
| 18 | Minor Pact (summons a minor demon that obeys for 1 service), drain vitality in an area (3d6, divides among nearby living beings). |
| 20+ | Summon a greater unholy creature (e.g., wight), curse a bloodline (all descendants), resurrect an intelligent undead (e.g., wight). |
Clerical (clergy only)
Domain : Faith, healing, divine protection, exorcism of the undead, blessings, minor miracles.
Cannot : Cause direct damage (except to undead). Cannot heal itself. Cannot summon evil creatures.
Special limitations :
- Sacred symbol : Necessary for any clerical magic. If lost or broken, it cannot be cast.
- Sin : Acting against the principles of divinity imposes a disadvantage on all clerical spells up to contrition.
- No self-healing : The Clerical Form does not heal the cleric itself. For that, it would need Vital (acquired through a talent).
Examples :
| CD | Effect |
|---|---|
| 8 | Blessing a meal (removes hunger), creating soft light on the sacred symbol, sensing spirits. |
| 10 | Heal 1d6 (other), purify water/food, protect against fear (1 hour). |
| 12 | Cure 2d6 common disease, Faith Shield (+1 AC for 1 min), detect poison. |
| 14 | Heal 3d6 or remove minor curse, make undead flee for 1 round, consecrate circle 3m (undead cannot enter). |
| 16 | Revive a dead creature for up to 1 minute (does not work on age/decapitation), dealing 3d6 radiant damage to undead in an area. |
| 18 | Full resurrection (whole body, up to 1 day), divine interdiction in a building (evil spirits cannot enter). |
| 20+ | Miracle: bringing several dead people back to life, opening a fissure in the earth, curing a plague in a region. |
Mistakes, penalties, and recovery
Failure calculation
After rolling 1d20 + modificador de atributo (após penalidades) + bônus de proficiência (se houver), compare it to the CD set by the game master.
- Success : The spell works as described (or with partial success at the GM’s discretion if the roll exactly matches the DC).
- Error : If the scroll speed is less than the CD , calculate
X = CD - rolagem.
Penalty : The key attribute modifier (Int for wizards, Cha for clerics) is reduced by 1 point for X days .
Example: DC 16, roll 12 → X = 4. The modifier drops 4 points for 4 days. If the mage had Int 16 (+3), he will have an effective Int of 12 (+0) for 4 days. After 4 days, he recovers 1 point per day (on the 5th day it returns to +1, etc.).
Multiple failure effect
Penalties are cumulative . If the mage fails again before recovering from the first penalty, add the X points and the days. Ex: first failure X=4, second failure X=2 → total penalty 6 points for 6 days (counting from the second failure).
Incapacitation
If the attribute modifier (after penalties) reaches -3 or less , the character cannot cast any spells (or rituals) until the penalty is reduced to -2 or better.
Example: original modifier +2, suffers a penalty of -5 → drops to -3. Incapable.
Critical failure table (1 natural)
When the natural roll is 1 (before any modifiers), a critical failure occurs. In addition to the normal attribute penalty (calculated with the very low roll), roll 1d20 on the table below.
| d20 | Consequence |
|---|---|
| 1 | Arcane Implosion : Take 2d6 arcane force damage (ignores armor). All your spellbook slots (prepared spells) are lost until your next long rest. |
| 2-3 | Painful Echo : The spell’s effect backfires on you. If it was damage, suffer the damage. If it was control, be affected for 1 round. |
| 4-5 | Flame of Chaos : Roll on the Shadowdark magical accident table. If you don’t have one, use: 1-2: 1d6 explosion in a 3m area; 3-4: everyone loses hair and eyebrows; 5-6: unbearable smell of sulfur for 1 hour (disadvantage on Stealth check). |
| 6-7 | Mental Drain : The attribute penalty for this flaw is doubled (X becomes 2X). |
| 8-9 | Mark of Failure : You cannot use the same form of magic for the rest of the day. |
| 10-11 | Unwanted Summon : A lesser spirit or unholy creature (DM’s choice: skeleton, imp, shadow) appears within short range and attacks the caster and their allies. |
| 12-13 | Distortion Field : All spell rolls within 10 meters suffer disadvantage for 1d4 rounds (including yours). |
| 14-15 | Temporary Oblivion : You lose access to one of your Forms (randomly chosen) until your next long rest. |
| 16-17 | Dark Laughter : You become unable to speak (and therefore cast spells) for 1d4 rounds. |
| 18-19 | Unstable Sparks : Small magical explosions around you deal 1d4 damage to all adjacent creatures (including allies and yourself). |
| 20 | Divine Mercy : Nothing beyond the normal glitch happens. The universe decided to give you a break. |
Talents for Wizard and Cleric
The original Shadowdark talent tables have been adapted for the new system. We’ve kept the roll structure 2d6.
Wizard Talent Table
| 2d6 | Talent |
|---|---|
| 2 | Increase Attribute : +2 points to distribute among your attributes (can be Intelligence, Charisma, etc.). |
| 3 | New Proficiency : You become proficient in a Form of magic you did not previously possess (Elemental, Vital, Mental, Illusory, Essential, Unholy – Clerical only with GM permission and narrative justification). |
| 4 | Expanded Spellbook : You add two spells to your spellbook (instead of one) when you gain this feat. Additionally, in the future, when you gain spells per level, you receive two instead of one. |
| 5 | Compact Grimoire : The grimoire occupies half of your inventory space (rounded up). Once per day, you can cast a spell from the grimoire without needing the book (but without any advantage). |
| 6 | Arcane Focus : +1 to your melee or ranged attack rolls (as original). |
| 7 | Increase Attribute : +1 point to distribute among your attributes. |
| 8 | Expert in Rolls : +1 to all talent checks (skills, non-magic attribute tests). |
| 9 | Armor Training : You can use leather armor (AC 11) without penalties (as originally intended). |
| 10 | Spellcasting Expert : +1 on all spellcasting checks (i.e., +1 on the roll 1d20 + modificadorfor any spell). This bonus stacks with specific proficiency bonuses. |
| 11 | Arcane Mind : +2 on Intelligence checks (only for skills and saving throws, not spellcasting). |
| 12 | Increase Attribute : +2 points to distribute among your attributes. |
Cleric Talent Table (adapted for Charisma)
| 2d6 | Talent |
|---|---|
| 2 | Divine Advantage : Once per day, you can gain advantage on a clerical spellcasting roll (your choice after rolling). |
| 3-6 | Holy Warrior : +1 to melee or ranged attacks (as original). |
| 7-9 | Unwavering Faith : +1 on all clerical spellcasting checks (i.e., +1 on the roll 1d20 + modificador de Carismafor clerical spells). |
| 10-11 | Increase Attribute : +2 to one attribute of your choice between Strength or Charisma (Charisma replaces Wisdom as the key attribute). |
| 12 | Divine Choice : You can choose any talent from the Wizard talent list (except those that require Intelligence, such as Arcane Mind, unless you also have high Int) or gain +2 points to distribute among your attributes. |
Tips for the master
How to judge CDs
Trust your common sense. Use the table as a guide, but remember:
- Narrative effects (without mechanical impact) are CD 8.
- Minor effects (such as opening a lock with telekinesis) have a DC of 10.
- Moderate combat effects (2d6 damage) have a DC of 12-14.
- Effects that change the scenario have a DC of 16+.
When in doubt between two values, choose the higher one . It’s easier for the GM to lower a DC (e.g., “you can try with DC 14, but if you fail…”) than to raise it later.
How to deal with abuse
Creative players may try solutions that seem to “break” the game. Example: “Use mental manipulation to make the king give me the kingdom.” The game master should:
- Set an appropriately high DC (DC 20+ for prolonged mind control in a powerful figure).
- Remember that mistakes have serious consequences. Trying to control a king can result in execution.
- Use the rule that very powerful effects require lengthy rituals (hours or days).
Encouraging creativity
- Reward clever ideas with a reduced DC (e.g., “you use the mirror to reflect sunlight, so the DC of the light spell is 10 instead of 12”).
- Allow partial successes : If the roll equals the DC, the effect works but with a disadvantage (e.g., the fireball hits, but you also get slightly burned).
- Use the critical failure table to create memorable moments. A critical failure can become a side adventure (e.g., the summoned spirit escapes and now haunts the village).
Balancing the game
- Monsters with magic resistance can increase the DC by +2 or +4 for spells that directly affect them.
- Anti-magic areas are an excellent resource for challenging powerful mages.
- Limits on rituals : In emergency situations, rituals are not possible. This prevents mages from always opting for the safest ritual.
Finally
Vancian magic is a historic piece of RPGs, but OSR has evolved. Today, we seek systems that encourage creativity, emergent narrative, and real risk-taking. Our proposed magic-by-Forms system for Shadowdark does exactly that:
- Total freedom : The player describes what they want, they don’t choose from a list.
- Significant specialization : Proficiency in specific Forms creates unique niches.
- Long-lasting risk : Failures reduce attributes, and critical failures are memorable.
- Simplicity : A CD table, a rolling mechanic, without complex slots.
We tested this system in several sessions and the results were extremely positive. The mages began to think in terms of “what can I do with my magic?” instead of “what magic do I have?”. Critical failures generated moments of tension and humor. The rituals brought a new rhythm to the exploration.
We invite you to try this system at your table. Adapt, adjust, and share your discoveries. Magic should be strange, dangerous, and wonderful – and now, in Shadowdark, it can be all of that.
