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.