Magonomia® art and layout preview: Chapter 7

Layout and art placement for Magonomia® Core Rules is really coming together. We’re using a powerful mix of original color and black-and-white artwork, classic public domain fine art by Renaissance and Victorian painters and illustrators, licensed fantasy RPG stock art, and off-the-shelf stock art by Dover Publications (with and without modifications such as added color).

Check out our near-final version of Chapter 7 as an example of how it all comes together!

Magonomia® preview - Layout in progress!

Layout for Magonomia Core Rules started a couple of weeks ago. We have a lot of words to fit into the book so we’re going with a simple layout. I think it looks great and it’s easy to read and navigate. Check out the layout samples of chapters 4 through 6!

Magonomia® Preview: Werewolves!

In Richard Marpole’s excellent (and very warm) review of Magonomia Core Rules, he pointed out the lack of werewolf statistics in the Early Access edition he reviewed. We made a change!

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Werewolf, Infernal

Aspects: Fantastic (+6) Possessed by Infernal Rage

            Resistant to Nonsilver Weapons

Skills:

            Fantastic (+6) Fighting

            Good (+3) Athletics, Notice, Physique, Will

Stunts:

            Long-Distance Runner: +2 to Athletics Actions related to distance running.

Spells:

Fantastic (+6) Possessed Infernal Rage: The infernal werewolf is a dark magician who voluntarily becomes possessed by a bloodthirsty demon of rage. The Aspect Possessed by Infernal Rage is considered a Haunting (not a Curse), and any attempt to treat it must overcome its Fantastic (+6) Potency. The possession is always active, even when the werewolf is in human form, so it can be Compelled (for example) to make them lose their temper and perhaps reveal a clue that they’re possessed.

Good (+3) Wolfskin Belt. Talisman, Conjuration. 10 minutes onstage preparation. The infernal werewolf uses a dark magic ritual to change shape. At or before the conclusion of the ritual, they strip naked and put on a wolfskin belt. This transforms them into a large, quadrupedal beast. They retain their human intelligence but their Aspect, Possessed by Infernal Rage, comes to the foreground and dominates their actions. The transformation lasts until the werewolf falls asleep or until the next sunrise, whichever comes first.

Stress:

            Physical: ooo ooo ooo

            Mental: ooo o

Consequences:

            Mild     _________________________

            Moderate _______________________

Equipment:

            Vicious teeth, Weapon: 1

This werewolf is a hybrid of sixteenth-century and modern concepts. The modern touch is that the werewolf is Resistant to Nonsilver Weapons. If you’re a folklore purist, simply remove this Aspect. If you retain it, the Aspect doesn’t grant complete immunity to physical attacks: the GM has to Invoke it to aid the werewolf’s Defend Action.

In Renaissance folklore, a werewolf is a dark magician who uses a spell to transform into a four-legged wolf. They do this to take vengeance upon their greatest enemy, but once they made their infernal deal and become Possessed by Infernal Rage, they can’t resist using the spell again to attack the next person they hate or fear, then the next, then the next . . .


Magonomia and the Magonomia logo are registered trademarks of Shewstone Publishing LLC. All other trademarks of their respective owners. The rest of this article is Open Game Content, free to use, modify, and republish under the terms of the Open Game License v. 1.0a.

Magonomia® preview - the glossary!

Once again, I was working hard on final edits to Magonomia Core Rules over the weekend so I forgot the promised preview. I’ll take this opportunity to share the Glossary.

Why the glossary?

It’s not as much fun as spells or monsters, but it’s super useful, especially when you are learning the game. Making Magonomia easy to learn is a huge priority for us. We realize the GM has to ask players to learn a new game system, so we’ve applied our design team’s extensive experience (mostly from our day jobs) to making it as easy as possible.

The Magonomia glossary: because this game is designed for players.

Magonomia® Preview: Strongest and Weakest Spells

Magonomia®, the tabletop RPG of Renaissance wizardry, is coming soon! We’re on track for a July 2021 general release. While you’re waiting, let’s continue to look at the magic system and the spells. The spells are inspired by folklore and real-world books of magic; they’re the centerpiece of the game.


Spells of High and Low Degree

The power of a spell in Magonomia is rated by degree, from first to sixth. Degree is simply a more atmospheric term than “level.” First-degree spells are the weakest that are useful in adventures. Sixth-degree spells are the most powerful spells PC wizards can attain. Seventh-degree spells are thought to be possible but they’re legendary, out of reach for player characters: the elixir of eternal life, for example.

Magic in Magonomia is based on literary or historical sources so it is different from conventional fantasy. There are no fireballs, no interdimensional travel, and no mind control. Historically-themed magic doesn’t mean low magic or weak magic, though! Check out one of our sixth-degree spells, which PC wizards can attain after completing many adventures.

Chariot of the Winds

Degree 6 Sorcery; governed by Mercury

Invisibly transport a group of people through the air. Conjuration.

Onstage Preparation: 1 minute

Augmentation: None

Components: Sigils, implement, incantations

Activation: Spend a Fate Point; Overcome vs. 6

Duration: Until the end of the journey

The wizard conjures spirits who can carry them and up to ten other people through the air over long distances. When your character learns this spell, they form a pact with whatever type of spirits fit the theme of their magic, be they sprites or daemones of the upper air or the King of the Eagles. The spirits transport the caster and their companions by some magical conveyance, which could be a chariot made of rainbows and drawn by cloud horses, a flock of bat-winged imps who carry people by their clothes, or a whirlwind.

While traveling, the characters are invisible to normal sight but they can see the landscape from their altitude of about a thousand feet. The speed of travel is about 200 miles an hour—as fast as an arrow. The travelers are magically shielded from the full force of the wind.


At the other end of the spectrum, we have the simple but often versatile first-degree spells. Every wizard begins with four first-degree spells in their repertoire.

Chill of the Sudden Draught

Degree 1 Sorcery, Witchcraft; governed by Saturn

A cold breeze blows out light sources or blows things around. Conjuration.

Onstage Preparation: Fast

Augmentation: None

Components: Spirit container, implement, incantations

Activation: Overcome vs. 1

Duration: Instantaneous

An airy spirit moves as a cold draught into a zone the caster can see. It can blow out a handful of typical light sources—candles, lamps, even covered lanterns. It can also do anything a natural breeze could do: scatter papers off a desk, sweep a path across a dusty floor, or slam a door. If you succeed with style, you can control the draught well enough to waft a piece of paper into your hand from across the room.