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Words

Words of Power

Words of power are similar to tags in their free-form, player-generated nature. However, they are consumable in some cases. Words that you begin with, gain from leveling up, or gain access to from an equipped magic item are considered Inherent Words. Inherent Words are not consumed upon use and cannot be combined. Drawn Words, those drawn from the deck, are consumed upon use. Words granted by items can be used as long as that item is equipped to a hitzone.


Words of power will tend to more commonly be verbs and nouns. [Convince], [Sword], [Steal], [Jump], [Summon], [Teleport], and [Distract] are all examples of words of power. They are most commonly gained from fully succeeding at skill checks or getting the last hit on an enemy.


There are three ways to use these words : Casting Spells, Skill Checks, and Enhancing Combat Actions


Spells are magical effects that are produced when you combine words. They may be used in or outside of combat. You must use at least 2 words to impart a magical effect. One of these words must be an Inherent Word. There is no upper limit for the number of words that may be used in a single spell. The number of words used to cast a spell roughly correlates to how powerful the magic is.


Each word in a spell represents a concept that is being manipulated. An unmodified spell is assumed to require touching the target with an empty hand, speaking the words out loud, and only lasts one round or iteration. If an effect requires further targetting ([Teleport]ing to a location), line of sight is generally required. The Storyteller will let you know about any unusual conditions.


Spells require at least an effect and a target. You can also optionally use additional words to modify the requirements or implementation of the spell. Implementation might include requirements [Still], duration [Lingering], or delivery method [Blast].


The basis of the magic system is that the player expresses an intent, something they want to accomplish through magical means. They use a word to describe each concept within the spell. The Storyteller articulates the specific implementation or vetoes for insufficient word coverage. We'll look at some examples.


[Decrease] [Speech] could be used to mute a single person. The intent is "make this guy stop talking". The concepts being manipulated are speech and reduction. If this spell were cast in combat, the Storyteller might ask for an unarmed attack roll.


[Decrease] [Speech] [Zone] could be used to create a cone of silence. The intent is to prevent sound in a specific area. The concepts being manipulated are sound, a specific area, and reduction. The overall size and duration of the zone would be left to the Storyteller to adjudicate.


[Silent] [Still] [Permanent] [Decrease] [Speech] [Zone] could be used to permanently silence a town without requiring voice or hands. The intent is to permanently prevent sound in a specific area without needing to speak or do gestures to cast. The concepts being modified are speech, reduction, a specific area, duration, and the manner in which the casting takes place.


The words do not need to be exact but homonyms do not get multiple meanings. [Stone] [Heart] does not need to literally turn your heart into stone. It can be used in the metaphorical sense to resist influence. [Lead] [Person] cannot both lure a person and petrify them. [Lead] needs to specify if it's <the element> or <the act of guiding> when it's initially added to the deck.


The player sets the intent and the Storyteller translates it into game terms. If the player wants to use [Metal] [Mist] to create a hazard zone that causes damage to anyone who moves through it, the Storyteller would make the determination about the implementation of the spell. He may decide that the mist will only encompass one ring of the battle board and allow the player to choose. He may also decide it only deals 1 damage. Because the game insists upon continuing narrative, the specifics should be less important than the enemy's reaction to a magical metal mist that will shred them if they move.


With so much discretion, Storytellers must be careful to remain consistent. If [Metal] [Mist] was enough one day, they should not require [Summon] [Metal] [Mist] the next. If a mistake was made and the policy needs to change, the Storyteller should state that openly before it comes up.


Fireball vs [Fire] [Ball]


In most games, you will find a spell called Fireball. It will do a set amount of damage, in a specific area, and maybe it will scale up with a stat along a predictable path. In Words of Power, spells are the representation of Fate Weavers altering reality with their words. Words are combined to create new magical effects in real time. They're far more powerful at the cost of being less consistent and predictable. The Storyteller takes the player's intent and turns it into game terms.


Instead of Fireball, we cast [Fire] [Ball]. Alongside this, the player needs to declare an intent. What are they doing with the concepts of [Fire] and [Ball]? It's true, they could make a [Ball] of [Fire] and throw it at something. They could also [Ball] up existing [Fire] to clear out a hazard. "I'll cast [Ball] and [Fire] to gather up the flames and allow safe passage." is a fine way to do magic in Words of Power. "I cast [Fire] [Ball] on the Orc." is totally incomprehensible. It doesn't mean anything here.


Additionally, a player can further modify this spell. By adding [Trap], the player might want to [Trap] a [Ball]oon with [Fire]. The important thing is that the player describes a magical intent and provides enough words from their Hand to cover all the concepts involved. They could not trap a [Ball] with [Fire], if they did not also have [Trap]. They could set the [Ball] on [Fire] because there's no other concept at play.


No two spells are ever really the same. The Storyteller will determine the exact size and scope of your [Fire] [Ball], based on the intent you've described. If an intent cannot be fulfilled by the words provided, the Storyteller should communicate why and the spell will not be cast. Players may not uncast a spell because they're unsatisfied with the intensity with which their intent was met.


Example : "Can I use [Fire] and [Ball] to create an explosion that will hit both of the Orcs?" expresses what the player is trying to accomplish. If the Storyteller approves the use case, he would also point out additional requirements at this point. Does it require a touch attack? Will the player also be in the explosion? If the player understands and goes ahead, the Storyteller will determine how much damage and what effect the fire actually has. This does not preclude future [Fire] [Ball]s from hitting only one or even a dozen Orcs. Words are mastery over fate and may manifest in many forms.


It's important to remember that all of these rules exist to push the narrative forward. Accept the Storyteller's ruling, move forward, and ask for clarification on requirements during downtime.


5. Skill Checks