Grand Enchantments in Magonomia

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In Magonomia® there is a special kind of spell called a Grand Enchantment. This is how wizards in the game bond familiar spirits and create permanent enchanted items, among other things. Sometimes you don’t need a lot of mechanics to evoke a lot of atmosphere. Here is the rules section on Grand Enchantments to illustrate that point. Enjoy!

Grand Enchantments

There is a special kind of spell called a Grand Enchantment that requires even more elaborate and exceptional preparation than a typical spell. Unlike other spells, Grand Enchantments can last forever.

From the wizard’s perspective, Grand Enchantments are in a class by themselves when it comes to preparation and complexity. A typical spell might require the wizard to wear a special robe and carefully prepare a conjuring circle. A Grand Enchantment might require the wizard to cast the spell at Stonehenge on the summer solstice using a staff made from a rowan tree that was struck by lightning. Every Grand Enchantment is a magical quest that culminates in a permanent increase in the wizard’s power. The benefits of the Grand Enchantment are usually gaining an Extra in the form of an enchanted item, a companion such as a familiar spirit or a guardian angel, or some permanent, new power for your wizard, such as Second Sight.

Several Grand Enchantments are available to PCs in Chapter 11: Spells.

A Grand Enchantment lasts indefinitely and cannot be cast concurrently, so a wizard will usually only cast it once in their career.

Grand Enchantments for PCs

If you choose a Grand Enchantment as one of your wizard’s spells, you can assume they have gone through the lengthy process of preparing and casting it offstage. You don’t have to take special steps to “unlock” a Grand Enchantment you’ve purchased or earned according to the rules. You can simply record the benefits of the Grand Enchantment, whether that’s an Extra for your character, an additional Aspect, or whatever.

Of course, you are encouraged to make up a backstory about the awesome things your wizard did to complete their Grand Enchantment. Continue reading into the next section for some inspiration.

Roleplaying Grand Enchantments

If you wish, you can ask the GM to prepare a story or a subplot about your character’s quest to cast the Grand Enchantment. This can be a great way to deepen your character’s persona and to make their magical career feel like the personal and even spiritual growth that Renaissance magicians perceived it to be. Here are some tips for designing that story.

  • The Grand Enchantment Aspect can be used as a campaign Aspect for the duration of the story. Players can Compel it to add new challenges and complications to the quest to complete the Grand Enchantment, or Invoke it to have their sense of destiny help carry them through those challenges. Any character who is helping with the quest can Invoke Grand Enchantment, not just the wizard who has the spell.

  • Your wizard doesn’t have to know the Grand Enchantment yet at the start of the story. You can instead work with the GM to have your character start the quest for the Grand Enchantment and then actually learn the spell at the end of the quest, as the milestone award for completing the story.

  • The events and challenges in the story can be directly related to casting the Grand Enchantment, or they can be side quests the wizard discovers along the journey. For example, the GM might decide that the Grand Enchantment requires the wizard to obtain the scale of a huge dragon. The nearest big dragons are in Norway. The story could be about traveling to Norway and following rumors and climbing mountains to reach the dragon’s lair, or it could be about a sinister Norwegian sorcerer terrorizing a town the wizards pass through along the way.

The actual tasks a wizard needs to complete for a Grand Enchantment can be anything you can imagine that makes a good story. Here are some general suggestions to help inspire you:

Time and Place: It’s common for Grand Enchantments to be timed to rare astrological events like planetary conjunctions or comets. They may need to be cast in a special place: ancient pagan holy sites, tombs and catacombs, or the sites of momentous past events. In extreme cases, a Grand Enchantment may require the wizard find their way to a mythical place like the island of Avalon or the summit of Mount Olympus.

Spirit Encounters: The Grand Enchantment may require the magician to conjure a specific spirit and convince it to participate. Your wizard doesn’t need to know any particular spell to do this: when destiny calls, General Divination is enough to tell them how to make contact with the spirit they need. Perhaps contacting the spirit is a quest in itself, such as finding the tomb of an ancient wizard to call up their ghost. Perhaps the spirit requires the wizard to prove they are worthy of its help, or perhaps it demands a favor in return.

Legendary Items: The Grand Enchantment may require the wizard to obtain some legendary item, such as Merlin’s staff or the eye of a basilisk. Quests for legendary items can easily lead a wizard to distant lands: Greece, Persia, even as far as India or China.

Special Person: The Grand Enchantment might require finding a special person to participate in a ritual: a direct descendant of some ancient royal line, or an adult who is pure of heart. For player characters, the special person should be a willing participant in the enchantment, not a sacrificial victim. Human sacrifice is for villains. The person doesn’t have to be a wizard – but it might be interesting if they are!

Riddles and Puzzles: The quest for the Grand Enchantment may be framed as a riddle. The quest may start by encountering the riddle in some ancient tome or in a vision the wizard receives. Solving the riddle leads to a clue to the next stage of the quest. There are many movies and novels about occult conspiracies that use this formula to great effect. A classic example of a riddle, perfectly usable in your stories with a little imagination, is the alchemists’ motto V.I.T.R.I.O.L.: Visita Interiora Terrae Rectificando Invenies Occultum Lapidem. It translates to “Visit the interior of the earth and, rectifying, you will find the hidden stone.”

Prophecy: Completing the Grand Enchantment very well might require fulfilling a prophecy. For purposes of creating a Magonomia story, a prophecy is just a way of presenting one or more of the other elements of a Grand Enchantment story. The prophecy itself may be oblique enough to count as a riddle. It may designate a time and place to perform a magical ceremony, or identify (perhaps clearly, perhaps cryptically) a special person or a legendary item, and so on. The prophecy might be one the wizard encounters in their research, it might be pronounced by some spirit they encounter, or it may come to them directly by mystical revelation.

Personal Growth: One of the most fun and rewarding experiences in roleplaying is portraying a character’s personal growth. Growth in this sense is not just gaining new powers and abilities: it’s growing into a better person. For example, maybe a wizard’s powers have gone to their head and they use magic when it’s not really necessary, for personal benefit or even just to feel powerful. Character growth for that wizard could be to come to a new understanding that their powers are a gift to be used for the benefit of mankind. Renaissance occult writings are very much concerned with elevating the magician’s moral and spiritual status. Pulling this off in a roleplaying game will require some negotiation between the player and the GM. Don’t be afraid to suggest what direction you think the character should go. After your character experiences a major change like this, you’ll probably rename one of their Aspects to reflect the change. This can occur as part of the milestone at the end of the story, in addition to gaining the Grand Enchantment spell.

Grand Enchantments for NPCs

The GM can also use Grand Enchantments as a plot device. A rival wizard, or cabal of wizards, could be preparing a Grand Enchantment that requires a multi-stage quest over several weeks or even several years. The player characters need to find out what the NPC wizards are really up to, and most likely, foil their evil plan – though it can also be interesting if the NPC wizards are attempting something important and beneficial and the PCs have to step in to make sure they succeed.

In the hands of NPCs, Grand Enchantments aren’t limited to the spells in the rule book. They can attempt any Grand Enchantment that would make a good plot device.  Here are some ideas:

  • Cast a massive Curse that affects a whole country or a whole royal family

  • Turn a human into a werewolf

  • Conjure a very powerful spirit into material form

  • Bring someone back from the dead (either for real or as a twisted undead monstrosity)

  • Become King or Queen of a mortal kingdom, usurping the rightful ruler

  • Create some kind of unstoppable weapon, such as a fire-breathing mechanical dragon

  • Lift an ancient curse

Looking Back on 2019 and Ahead to 2020!

2019 was a landmark year for Shewstone Publishing. We definitely had our ups and downs. We had one significant setback and passed one major milestone. We earned our first revenue and published our first product. We’ll be ready to launch or first full-length RPG, Magonomia®, the game of Renaissance wizardry, in 2020.

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Magonomia® Schedule - Crowdfunding in March

First things first. We will be crowdfunding Magonomia® on the specialty platform Game on Tabletop. The launch date of our campaign is March 14, 2020. Until recently, we had been aiming for February, but I decided to delay one month so we don’t have to rush the artwork.

Becoming a Real Publisher

In May of 2019, we released Magonomia® Starter Rules for pay-what-you-want on DriveThruRPG.com. This is literally our first product. As of yesterday December 31, we had exactly 400 downloads. Not bad! Since this is pay-what-you-want product, most people downloaded it for free, which is totally fine and encouraged. Enough folks did put some money in the digital tip jar that I can report business revenue on my 2019 taxes, which is a huge milestone. It takes a long time to get a business off the ground and earning revenue is the first milestone on the road to actual profitability.

I also had the pleasure of working with my friend and former gaming buddy John Tibbetts, who wrote our first published adventure for Magonomia®: “Curse of the One-Eyed Witch”. We have two products!

You’ve probably noticed the word Magonomia appears many times in this post with the little ® symbol next to it. In 2019, Magonomia® and the Magonomia logo became U.S. registered trademarks. What this means for customers is that Magonomia will be easy to find in a web search. For us, it was another step on the path to becoming a real publisher.

There’s just a lot of value in the experience of getting products out the door. Both of these products are serving well to help promote Magonomia. What I didn’t expect is that even with these free promotional products, I learned the ropes in this business. In 2019, I leveled up!

The 2019 Kickstarter: Less than Success

The big RPG publishers launch their Kickstarters a week before Gen Con so they can hype them at the convention. We tried to follow that lead and launched the Kickstarter for Magonomia in late July. This turned out to be a mistake. The major RPG publishers had big, polished projects to unveil and professional publicity to promote them. Magonomia’s Kickstarter got overshadowed. Our first Kickstarter did not reach its funding goal. Timing was only part of the story. There was a whole lot I thought I knew about crowdfunding an RPG, that wasn’t correct or that didn’t apply to us.

I cancelled the Kickstarter for Magonomia shortly before it was due to end. At the time, I was expecting to re-launch on Kickstarter after replanning the project due to lessons learned. However, I found out that Kickstarter, the company, had fired some employees who were trying to organize a union.

The remaining union organizers have asked creators and backers to continue using Kickstarter, but I prefer to take my business elsewhere. I’m not willing to become dependent on a business partner that abuses its workers and is needlessly combative toward union supporters. I shopped around for a new funding platform and I’m happy to say, the folks at Game on Tabletop have been very supportive and helpful. I’m working with them continuously to prepare for a successful funding campaign for Magnomia.

I made several mistakes with the first Kickstarter due to inexperience. Here is what will be different the next time around:

  • There will be original artwork on the crowdfunding page. I thought the awesome cover illustration by Claudio Pozas would be enough, but it wasn’t. The common reaction was “where’s the artwork?” The RPG market has set certain expectations. More artwork up-front, coming soon!

  • The market expects a funding goal of $5,000 or less from a small RPG publisher. I originally picked a higher goal ($12,000) because that was the break-even point based on my cost projections. I learned that the $5,000 expectation is real and I have to plan the project to be viable at that level. I found a way to do that, so we’re prepared for success next time around!

  • Now I have a whole new marketing strategy that will actually work. It will rely more on Facebook and Twitter and much less on word-of-mouth. I had a lot of people promise me face to face they would back my Kickstarter, but only a few of them did. In other words, I learned a lot about marketing, very much from the school of hard knocks.

  • Most importantly, a lot of gamers are leery of backing an RPG project that doesn’t look finished. I’ve personally backed multiple RPG projects that missed their delivery date by two years or more. So here’s another market expectation: you need to convince backers there’s a good chance they will actually get the game. That stings a little because I take pride in being reliable, but of course there is no reason for a stranger to believe I can follow through on a promise. The best I can do is get the manuscript completely done before asking again for people’s money, so that’s what’s happening for the 2020 relaunch.

Looking back, I was not properly ready for the Kickstarter campaign. I thought I knew what readiness looked like, but I didn’t. I had to go through the experience. Now that I have my priorities right, I’m fully confident we can fund Magonomia successfully on Game on Tabletop.

The Kickstarter was not all bad, though. Some things went very, very right! Strangers got excited about Magonomia. So many of the backers sent me kind words and helped to bring friends on board. The global Magnomia community started to take shape during the Kickstarter. It’s full of wonderful people. I am more eager than ever to deliver a great game for them so I can feed that community and be part of it as it grows.

Becoming Part of the Creator Community

The one person who did the most to help Shewstone Publishing rebound from the Kickstarter in good spirits is Jacky Leung of Death by Mage. One of the smartest moves Shewstone made in 2019 was to host a seminar on Magonomia at Gen Con. Jacky attended and he has been a fan, booster, and mentor since that day. He helped me plan the timing of the funding relaunch and he wrote a very warm review of the game based on the Starter Rules. He gave me a few words of advice on how to get started using Twitter and introduced me to the Discord creator community hosted by Domille’s Wondrous Works.

Connecting with other creators online has been a blast. I have made several new friends, been inspired, given back, grown, and loved every minute of it. In fact I would say finding my tribe online has leveled me up again!

Shewstone Publishing is starting 2020 as a third level publishing company. We’re now seriously ready for the challenge ahead: to secure funding for Magonomia artwork and layout and get the project completed by the end of the year!