Tuesday, 17 February 2026

d30 Months of Weird Weather

 

by Odd Nerdrum

d30 Weirder Weather-Months:

This is part two of my weather trilogy. In Part One I made up a yearly calendar of weather with each month being composed of a single unchanging type of weather. I explain my reasoning for this in the post. Each weather type had some simple, yet concrete and impactful, mechanical effects - like campaign level status effects. Check it out here. This Weather-Calendar kept it quite straight - a fairly generic seasonal year with a few flourishes but you (🫵) could be much more creative. You've read the title, we're doing weird weather today. I owe thanks to Mikesmix of Sheep and Sorcery, Whisper of Glass Ziggurat and maxcan7 of Weird and Wonderful Worlds for their creative contributions to this list. 

While it is of my opinion that one should use ‘weirdness’ carefully, one can’t always be mundane. THAT’S BORING! Here are d30 other monthly options, they range from reasonable to gonzo. I tried to consider gameplay first, I broke some of the rules I proposed in part one but if you have ideas for better implementation, please suggest! I think weather 11 is my favourite but there are plenty of mechanics in here you can mine and use for other things.

d30 Weird Months of Weather

1. Pollen: The realm is wreathed in a ruffle-petalled raiment of gaudy, blooming flowers. The air is clouded with yellow fragrant spores that settle and form drifts and banks in the spring grass. On character creation roll a d10, on a 1 your character has hayfever and suffers a -1 to all rolls during this sneezesome month, otherwise you are ok. Plant creatures always have maximum HP.

2. Battle: The seasonal struggle between Law and Chaos. The night sky scintillates with the sparks of cosmic battle, the earth rattles and multitudinous rainbows jaggedly streak the sky fading to black and white and back to colour again. All magic cast by Chaotic beings is treated as if cast 1 level higher but Lawful entities’ saves vs all magical phenomena are at +2.

3. The Big Bustard Hunt: Around this time of year, strong and warm westerly squalls blow over desert dust and huge flocks of plump and juicy bustards. While fewer of these dumb, delicious birds get blown over each year, I wouldn't worry about it, get hunting! - the most common encounter on your encounter table is replaced by small flocks of 2d12 Bustards. By the way, each bustard is worth a ludicrous amount of XP.

4. The Haze: Velvety purple vapours cloud the skies and valleys with their cloying, narcotic scent, the grass turns plump, succulent and soft - everyone is high for the whole month as if on a random drug. You can ‘reroll’ your drug by immersing yourself in cold water. Upon resurfacing a new drug is rolled for. This ‘reroll’ can only be done once per day. 

5. Steroid Rain: It rains steroids - everyone is considered to have a Strength score of 18 for the month. Neutral results on reaction rolls (6-8) have a grumpy, macho tone. These heavenly steroids are not potable. 

6. Feeding Season: This annual pseudo-weather event occurs when the man-eating Yateveo plants release their prey hormone - all mammals are considered to have a Wisdom score of 3 for the month and automatically fail saves Vs Paralysis.

7. Portalmas: The air tastes metallic, hairs stand on end. The landscape is littered with vantablack portals - wherever one is, there is a 5-6 chance that one of these portals is within the immediate vicinity. If entered teleport to a random campaign hex. Once entered both ends of the portal collapse within 10 minutes. Criminals love this season.

8. Vampiric Fog: A thin terracotta coloured mist thirsts for blood - damage rolls of 1 deal max die-size damage instead (ie 6 for a d6 weapon) as the drawn blood spins out into the hungry, sucking fog + Death and Dismemberment rolls are one deviation worse. 

9. The Boiling: All unadulterated water boils - rivers, lakes, oceans, the water in your canteen. The month prior all non-immune water-life, sensing the approaching danger fled. The air is filled with steam. Folk prize milk, beer and other such drinks which are oddly unaffected. The effects - splashed boiling water does 1 point of damage, submersion = 1d6 damage per round. Torrid, you must consume one inventory slot worth of some kind of drink to benefit from any kind of healing, magical or otherwise. The steam purifies, +2 saves vs disease. 

10. Drutefall: The long dormant drute plant's fruit pods burst forth from the soil and, geyser-like, expel their stinking gases and saprogenic fruit. The land is carpeted with foul, purple sweating puck-shaped fruit and thick green clouds vein the sky. The effects: the drute’s green gasses rapidly rot all other food stuffs (and corpses) to mush (ten minutes for corpse mushification, regular food stuffs - almost instantly). Only the drute (and canned goods, quickly gulped down) can be eaten. While omni-abundant, drute has no nutritional value and the body can only extract so much calorific value from it. Drute heals only 0-1 HP regardless of how much is eaten during the day. Additionally, all one can smell is the stench of Drute, the DM cannot describe any other smell. Drute tastes like hog-fat fried rubber tires with a citrus twist.

11. The Aggressively Pacifistic Murmuration of Paradoxical Utungo: For the month, the sky is clouded with one vast murmuration of philosophical finches. They’re engaging in their seasonal stratospheric debate. They argue in the language of birds about all things but there is one belief they all agree on… their beady little eyes and black-gold plumage conceal a soul violently dedicated to pacifism. Whenever combat takes place the murmuration reacts! The murmuration takes part in the combat attacking one participant (per 4 combatants) for d12 damage each round of combat. This swarm attack cannot be blocked meaningfully by an unprepared individual and automatically deals this damage. Likewise, the finch swarm is so vast it cannot be meaningfully damaged or repelled. When combat ends, so do the finch’s attacks. Human disputes are settled via ritualised ‘dueling caves’ where they are safe from the murmuration.

12. The Fizz: The air carbonates, a reverse rain of pinkish bubbles percolate up from the buzzing earth and into the hazy, salmon-coloured sky. Likewise, leaves, dust and detritus are carried, floating up, into the air. The rich recline on marble slabs or are carried in sealed sedans as the bubbles do itch. However, for the month, one can jump twice as far/high and falling damage is halved. The bubbles cannot pass through thick non-porous materials, so this effect does not work inside of most stone-floored buildings, dungeons or stoney caves. If sleeping on or above bare earth, one only gains half the usual healing from sleep. 

13. The Sweating: Slick green beads of moisture bud up on all things. The sky goes blotchy, bruised - all chartreuse and plum-coloured. All creatures are unsteady, sweaty and irritable. Critical failure ranges extend by one, average reaction rolls (6-8) in miserly, disgusted or sick moods. Academics are still unsure as to whether this phenomenon is extracting the green ectoplasm from matter or merely depositing it upon things. 

14. Black Sun, Bright Moon: The Month in which (as legends tell us) Lord Sun and Lady Moon agree to swap roles, swap clothes, swap souls but retain their minions. The Sun turns black and plunges the land into a shivering, quivering pseudo-night and the Moon radiates a brilliant white light that bathes the world in a sterile glow. Day and Night have swapped illumination! Day/Night encounters remain the same but suffer -2 to their encounter roles as they resent the unnatural light. Dreams now occur during waking hours so the DM is free to add individualised hallucinations when and wherever they see fit.

15. Month of the Living Dead: A silvery mist descents upon the land and curls, coiling tendril-wise along the ground (ranged attacks cannot be made beyond 60ft). The sun turns dim and the moon glows a blood red. The tree's bare black branches knot themselves and no wild game can be hunted, for it has all fled the unnatural, necrotic stillness of the air. Any slain creature rises from the dead as a zombie after 1 round unless its brain is destroyed. 

16. Acid Rain!: Acid rain. You know what it is. But how does one protect against it? Alkaline grease pots! They cost 1 gp and grease 1 item. Pots can be stacked 10 to an inventory slot. Greased items are protected for one entire journey through the acid rain (only). Any unprotected items receive the ‘acid-etched’ descriptor (or just an X on your character sheet), if any ‘acid-etched’ items are damaged again by the acid rain they become ‘corroded’ (or XX), if a ‘corroded’ weapon is unprotected/ungreased in the acid rain it is destroyed. ‘Acid-etched’ items can be repaired, ‘corroded’ weapons cannot. If a ‘corroded’ weapon receives a notch it is instantly destroyed. Some cheapskate players will try to hide things in greased bags, sure, just don’t take their contents out in the rain.  

17. Radioactive Death Cloud: The southern wind blows down nuclear fallout from the ruined and wasted northern hemisphere around this time of year - big comically green clouds of the stuff with its geiger-counteresque clicking - you’d better put your gasmask on. At character creation, roll your character’s maximum age, perhaps 50+2d20 years. Everytime a player whose character does not have a gasmask (with filter) rolls a dice, their character loses 1 year off their maximum lifespan. Filters cost 1 GP, take up one inventory slot and last one day once removed from their protective seal. Filters are destroyed by water, falling damage and damage rolls of 1. Characters die should their current age exceed their maximum age. During this month, each Death and Dismemberment roll is supplemented by an additional roll on your mutation table. An expensive RadAway equivalent might be able to restore lost lifespan. 

18. The Death-Defying Breath of the Green G-d: The sky turns a clear and vivid cyan. The Green G-d exhales, its breath - a hot, dewy murmuring wind that flows through all living things, filling them to the brim with vitality and health. New growth whips and tangles, beasts are born big and bellowing. Effects: saves vs death and dismemberment are one deviation better, sleep heals double the usual amount, forest hexes and similar are treated as very difficult terrain as they swell densely with thorns, tangled branches and berried thickets. Monsters have as a minimum their average HD’s worth of HP.

19. The Not At All Horrifying and Actually Quite Delicious Gravy Drizzle: The sky turns the deepest brown (vantabrown), black shapes dart between the cloudbound rivulets of ‘gravy’. A mysterious beefy mist buffets the landscape and those who dare walk in its salty, fatty slickness. It’s warm. The plant world dislikes this moisture and most vegetation shrivels considerably. Water tastes bad. Animalia loves it as the meaty dew is very nutritious. Food stuffs coated in the brown translucent spray heal an extra +2 HP. Predators, satiated, have +2 to their reaction rolls - they’re not hungry. However, if the PCs are coated with gravy, bite attacks performed against them deal damage equal to one die size higher than normal (as the characters have become tastier). 

20. The Greyful Hum of Taos: In this dry month of winter, having burrowed up from their grey trackless dunes on the far side of the earth, come the Achromicidae - a cacophonous swirl of swarming locust-like insects, vast as to dim the sky. It is not crops the swarms will devour but colour itself. For this month the DM cannot describe colour at all beyond black, white and shades of grey. Additionally, the hum-chittering of the swarm is almost unbearable, so overpowering in fact that the DM cannot describe the sound of things beyond sight of the party. Elves are not so affected by these effects they can still see colour, albeit somewhat desaturated and noises, while audible are muffled and indistinct. Characters cannot gain the full benefits of sleep without earplugs. 

Extra Weird Weather Submissions:

Here are submissions from my creative friends, Mikesmix of Sheep and Sorcery (entries 21-26), Whisper of Glass Ziggurat (entries 27-28) and maxcan7 of Weird and Wonderful Worlds (entries 29-30). The bracketed mechanics are of my own devisal.

21. Anti-Rain: Moisture is drawn out of living things and back into the sky.  (Drink fluids to heal as with Scorch in part 1)

22. Oobleck: Black goop. Drowns everything in sticky inedible goop. A curse left behind by a king who refused to accept the world on its own terms. (Increase a Saving Throw of your choice by 1 for each hour spent in the Oobleck. Should a saving throw reach 20 you start to drown. It takes 1 hour of cleaning to recover 2 points of your Saving Throws. High is bad for Saving Throws remember)

23. Chaos Storm: Magic is broken. The world is angry. It rages for the injury done to it by reckless mages who bent the world until it broke. Now magic pure, chaotic and furious rages over the surface. It could do anything to you, anything bad that is. (All characters roll a random curse from your curse table. They are afflicted by this curse for the day. A new curse rolled the following dawn. Likewise, random encounters are also burdened with a random curse. One can purchase lucky talismans that when crushed allow the one doing the crushing to 'reroll' their curse)

24. Fog of War: With the fog comes the ghosts of those who died in an ancient war. They continue to fight their war again anywhere the fog appears. (Whenever combat occurs either side is aided by 1d6 1HD semi-spectral soldiers (or a detachment in ItO style games). Ranged combat has a maximum of 30ft. The chance of getting lost increases by 1 deviation)

25. Vengeful Cloud: You offended this cloud somehow and now it's following you and hitting you with the worst kind of storms it can. (This sentient, rancorous cloud only targets players that perform or act in certain predetermined behaviours that the cloud dislikes such as impoliteness/impiety/bad taste etc. Targeted characters are affected as in Rain in part one. Whenever a player exhibits a certain disliked trait, displeased thunder is heard. They can seek reprieve from the storm by apologising to the cloud. If they apologize for the wrong behaviour they are struck by lightning for 2d12 damage. The cloud's whims change per week)

26. Cloud Giant War: Enormous weapons and gore come crashing down from overhead as cloud giants duke it out. (Every turn of combat drop a number of dice of two types/colours onto the battle map equal to the number of players. The first type of die represents giant's blood, should the dice land on a player/NPC token they must pass a save Vs Death or be knocked prone. If the other die type lands on a player/NPC they are squashed by a shard of the giant's weapon/armour and must save Vs Paralysis or suffer 1d6 damage. Not sure about this one, any other suggestions?)

27. Hypergravity: Mother Earth becomes envious. For the duration of the month, fall damage is increased and nothing can lift itself from the ground.

28. Radio: Metal objects act as receivers for extraterrestrial pop songs, ads, and talk shows. Stealth is impossible if you have any metal on your person, but once per rest you can learn the answer to one question about 1d6: 1) local politics 2) automobile maintenance 3) insurance products 4) romance 5) medication side effects 6) Taylor Swift. (or any 6 topics of your choosing. Obviously)

29. Humboldt Fog: When Pan and his orgiastic party ascend Cypress Grove, their orgone energy summons the blue ribbon bridge to the moon. The milk of their orgy floods the moon and ferments, then melts like fondue back down to the world. The gamey goat cheese flows with abundance and many cultures engage in festivities around the vent akin to a debauched Christmas. (Characters move and hex-crawl at half speed as they wade through the celestial cheese-stuff. Fall prone and become trapped until a save Vs Paralysis is passed. Engaging in hedonistic activities heals a minimum of 1d6 HP. Cheese rations are infinitely available but appear disgusting once the month is over)

30. Gray Goo Greenhouse: Gray goo particles permeate the sky, augmenting and entrapping echoes of ideas that expand like heat through glass. Reality comes apart like a frog boiled in increasingly warming water. Those trapped within a Gray Goo Greenhouse rarely realize what's happening to them. The goo like microplastics, slowly congealing within their brains and minds. (All players, NPC's, monsters, random encounters, items, all inanimate objects infact and some concepts - all roll a random insanity for the month. That or all your players must smoke/inject a nasty and synthetic drug of your choice for sessions that take place during this weird weather month)

Try playing in a game with this as the calendar!

Odd Nerdrum

Another Rambling Postscript:

Again, as I rambled about in Part 1, the benefit of the month-long weather format over the random roll is that it gives players time to internalize the weirdness of the world rather than being constantly shaken about by dozens of short, weird phenomena (that even the world itself barely has time to react to). If that kind of play persists, the players will eventually become inured to the world’s fantasy and any future high strangeness might lose its charm.

Stay tuned for Part Three, Weather Festivals!

Saturday, 31 January 2026

Calendar-Weather/Weather-Calendar

The Cloud, Odd Nerdrum

I asked myself, "Why must the Weather change?"

The weather and the calendar are one and the same. 
13 Weather-Months of 4 weeks each. 364 days. No randomisation. No weather rolls. 

Each month is named for its constituent weather. Each weather’s effect lasts for that month only.  

1. Chill 
Quiet, still and colourless. The stinging cold bites at exposed skin and slows the limbs.   
- When out in the cold wear a warm coat* or reduce your maximum HP by -1 per HD (to a minimum of 1). When warm, restore your max HP to its previous amount.
2. Rime 
Frost blooms across the world like a deathly moss. Hearts work hard to warm the body.
- Wear a warm coat and one other item (hat, scarf, gloves, etc) of warming clothing. For each missing item, reduce maximum HP by -1 per HD (to a minimum of 1). When warm, restore your max HP to its previous amount. 
- Bodies of still water, like ponds and lakes, have frozen over but may crack under weight. 
- If soaked wet you die within the hour unless dried and warmed.
3. Snow 
Snow falls thickly. Thrown water freezes in the air. Icicles fruit the trees. Blood runs cold.
- Wear a coat and two other items of warm clothing, or -1 HP per HD for each missing item - up to -3 to MAX HP per HD.
- Overland travel takes twice as long. 
- All still water, rivers and some calmer ocean hexes have frozen over solidly.
- If soaked wet you die within 10 minutes unless dried and warmed.
4. Rain
The cold breaks as the snow is washed away by cool downpours. Nature shivers to life.
- If you spend 10 minutes in the rain you become wet. -1 to all rolls until you have dried yourself. A wool coat will gives one an additional 10 minutes of protection. 
- You become automatically ill if you sleep while wet.
- Chunks of snow, ice and slush are still melting away during the first week of Rain.
5. Mild
Trees bud green, shoots sniff the cool air. Farmers sow in the churned, dark and damp soil. 
- It's just a nice month, no bonuses or maluses
- Foliage is restored during this month, lasting until Fog.
6. Pleasant
Dew in the morning. Blue skies and white clouds patchwork the skies. Blossom falls softly.
- Inspired, for this month gain a +2 modifier to your lowest stat.
7. Sun
Glory! Skins bronze and nature sings, thrumming with life. 
- Everything is great. For this month gain a +1 modifier to all your stats.
8. Scorch
The earth cracks, wisened it thirsts and crumbles to dust. Beasts succumb or seek shade.
- You really shouldn’t travel between hexes during midday1. If you attempt to, Save Vs Death or collapse on 0 HP. On a successful saving throw you make it, but the journey takes half of your current HP.
- You must consume one inventory slot worth of water to benefit from any kind of healing, magical or otherwise.
9. Thunder
Under dusty, lightning-veined skies; the dry, electric atmosphere belies a violent redolence.
- Critical Hit ranges are extended by one for all combatants. For dramatic games, critical hits are always coolly backlit with lightning strikes.
10. Humid
Wet heat builds. Mosquitoes swarm and contagion spreads in the heavy foetid air. 
- Without a day’s dose of expensive medicines (50gp per day), one automatically fails saving throws against disease, sickness and nausea.
- You must consume one inventory slot worth of water to benefit from any kind of healing, magical or otherwise.
11. Reprieve
Creation exhales. The sun spins out its final rays of strength above the yellow-flecked trees.
- Heal maximum HP from sleep (ie if regular sleep heals 1d6 HP, during Reprieve it always heals 6).
12. Harvest
The leaves droop heavy and coppery. The leaf-strewn fields are lined with bushels of grain.
- All fresh food stuffs heal +2 HP.
13. Fog
The ochres of Harvest give way to grey. The trees turn black and bare. Fog consumes all.
- Ranged attacks have a maximum range of 30ft.
- The chance of getting lost while hex travelling increases by one deviation. 
- Most vegetation is bare until Mild.

*On Coats and Warming Clothing:
These items always take up one inventory slot, even hats, gloves, scarves, bandanas and earmuffs. Though fine coats might count as two warming items despite taking up one inventory slot. Fur armour is also a godsend during the winter. 
A critical hit destroys one item of warming clothing. As does each instance of appropriate elemental damage, a blast of fire - even for 1 point of damage would destroy your coat, a splash of acid would destroy your earmuffs, etc. 
Whenever a character is reduced to 0 HP all items of warming clothing are assumed to be damaged beyond repair or destroyed.
-1 HP per HD means a level 6 character’s maximum HP would decrease by 6 if unprotected in the cold.

Hows and Whys - presented via incoherent babbling (optional reading):
  • I made a bad weather system. While trying to think up some other, newer, 'better' method I was left asking myself ‘Why must the weather change?’
  • You see, rolling for random weather per day, or even multiple times per session, is just another burden on my tiny brain. I could spare myself and my players this cognitive load niggle by just not doing it. But I still wanted weather.
  • Another ‘problem’ with rolling for weather is that some weather types might be so rare as to never be encountered.
  • Additionally, is random/changeable weather really that important? Why should the weather change session to session, or even mid-session? WHY? IMPORTANT? WHY? HUH?
  • This weather can and is managed via clothing, equipment and gear. Another reason for your inventory and encumbrance systems to matter. 
  • Players act on known information, if they can predict the weather they can make plans around it. If they want to carouse through the worst of the winter months, good! Spring and Summer is the perfect time to adventure. I’m not ever memorising a hex-flower however neat they are. Please forgive me 🙇‍♂️.
  • Weather control spells become meaningful with monthly weather. Now, even nondramatic weather types have mechanical effects = ‘I can prevent my friend from dying from exposure by making it sunny’.
  • The more weather types there are, the more the players must remember. Especially if the weather is very changeable. That’s not a good recipe for player memory. Too few and it will become boring. Longer, more predictable stretches of weather (with effects that try to balance impact and simplicity) should fare a bit better for everyone at the table.
  • The clothing management in winter is the trickiest thing IMHO, but it is spread over 3 months/12 weeks of in-world play. That should be enough time to internalise the system without it overstaying its welcome. If you have alternative ideas, suggest them please!
  • I didn’t want weather to become irrelevant to higher level players, with characters who could just tank certain effects. I don’t care if you’ve slain the eel-god, fought off armies with nothing but a rusty trident and looted all the jewels of 99th Dimension, if you walk around unprotected in arctic conditions you are going to have a bad time.
  • I didn't want to affect stats via stat damage. It's just too fiddly (even for a semi-casual games) to remember to alter values that depend on a given stat or modifier to be worth it. HP is constantly going up and down (max HP less so) but it's something players are used to constantly adjusting. Other bonuses/negatives are static - flat - and last the whole month. 
  • That said, in my experience players are more likely to remember positive bonuses to their stats - as with the optimising effects of the nicer summer and spring months. 
  • I’d endeavour not to rule any additional mechanical effects/impacts for weather types any more than is necessary. The weather effects are expressly not simulationist, they're gameplay forward. Simulation can be a rabbit hole of needless boredom. 
  • The weather cycle I have presented is not very realistic. Humidity should precede Thunder but I sided with what I think would make for better gameplay. Your weather-calendar would look different to mine
  • Why is the weather always in 4 week blocks? What is the reason? Who cares, Nerd! Anything is possible in the fantastical world of Dungeons and Dragons™! 
  • Long periods of weather allow you (🫵) the DM to consider how the world and its inhabitants react to and live with that weather, any kind. Don't forget to always describe the weather conditions. I tie this to my overloaded encounter die, which as a 'describe the scene' result. 
  • 4 weeks seems like the right length of time to me, 1 week is too short, any longer would start to become a drag.
  • Speaking of the fantastical, I’ve presented some relatively mundane types of weather. However, the benefit for weather patterns lasting for entire months is that even weird weather can be made understandable, cognizable and verisimilitudinous. Check part two for some weird weather.

If you have better suggestions for distilling these, or any other, weather types into simple, flavourful rules please share!

Month Names
:
One may keep the weather names for each as is - named for their weather, ie Harvestmonth or just Harvest. It does aid memory. However, you could rename them. The oldschool worldbuilding trick of translating the weather words into another language still works! They needn’t be direct translations - assonance is king. Here's some Danish, Tamil and good old fashioned Latin month names:
  1. Kølige - Kuḷircciyāṉa - Algus
  2. Rim - Uṟaipaṉi - Gelum
  3. Snevejr - Paṉippoḻivu - Nix
  4. Regnfuld - Maḻai -  Pluvia
  5. Blid - Lēcāṉa - Mollis
  6. Behagelig - Iṉimaiyāṉatu - Jucundus
  7. Solrig - Cūriyaṉ - Solis
  8. Svie - Eriyum - Letalis
  9. Torden - Iṭi - Tonitrus
  10. Myg - Īramāṉa - Culex
  11. Tilbageholde - Vilakku - Dilatio
  12. Høst - Aṟuvaṭai - Ceres
  13. Tåge - Mūṭupaṉi - Caligo
Weird Weather in part 2 (hold on), Weather Festivals in part 3 (watch this space).  

1: Thanks to Jenx of Gorgon Bones for the suggestion. 

A painting of my wife and I at rest. Yet I rise from my stupor having thought of a good mechanic for representing a certain type of weather. In truth, I am deluded. Please don't use this artwork to dox me.
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Actually, The Black Cloud by Odd Nerdrum


Sunday, 11 January 2026

Meta Magic - Experimental Extra-Diegetic Spellcasting (an Alternate Magic System plus Oracular Bingo, Sigil Minigames, IRL Material Components and More)

Herein I present a smorgasbord - a spittlesome spitball - of dumb ideas (most half-formed) for meta, extradiegetic gimmicks and novelties relating to magic and spell casting.

[Is this your card?]

META MAGIC:

The more psychic ability you have as a player, the more effective your magic-user 😏.

We will be using James Young’s magic system as a basis* - a Magic-User has mana equal to their level, begins at first level with four or so levelless spells and learns 1 new random spell per level. To safely cast a spell they must expend 1 mana. Spells can be cast without mana though this ranges from taxing, to deadly, to the uncanny and the grotesque. Spellcasting can go wrong via Mishaps - Chaos Bursts or much worse via Cosmic Horror. Let's get psychical;

Each Magic-User player has a deck of cards with the Jokers left in.

To cast a spell, the player declares the spell and whether they are casting with mana or without mana, then - their deck in hand - attempts to predict the next card by naming its rank and suit, then they draw the top card. Compare the prediction vs the drawn card and consult the following:

Casting with Mana:
  • If incorrect, lose 1 mana and the spell is cast as normal
  • If one card element (numeral/face or suit) is correct, either - cast the spell at 1 level lower but lose no mana or cast the spell as 1 level higher and lose 1 mana.
  • If all elements are correct, cast at double your level, gain 1 temporary mana and learn an additional spell upon levelling up (or during the next downtime, it’s up to you as a DM).
  • If Joker, experience a Chaos Burst.
 
Casting without Mana:
  • If incorrect, lose HP equal to the card’s value and experience a Chaos Burst.
  • If one card element (numeral/face or suit) is correct, the spell casts as normal but you lose HP equal to your level.
  • If all elements are correct, the spell is cast as normal + regain 1 mana
  • If Joker, experience a Cosmic Horror.

One cannot guess ‘Joker’. Not even if your psychic mega-brain knows a Joker is up next, you can only plan accordingly.

Place drawn cards to one side. One can try to count the cards. At the end of the day/session (whichever comes first), the deck must be reshuffled.


There. A wacky, experimental alternate sketch of a magic system. I wouldn’t use it! While psychic powers would be beneficial, I mostly like the probabilities non-psychic players have to deal with on a mathematical level and accurately predicting the card makes you feel like a real bigtime wizard. You can test it online here. What I am most unsure of is how frequently the (non-psychic) player is wrong, it's never nice to feel so wrong. The system could be reversed where you have to guess what the next drawn card isn’t, but that feels worse - clunky, boring. The concept can be taken in other ways. The deck could have 52/54 distinct arcane sigils sharpied on the back of the cards that can be studied, this would aid the players’ guesses and make them feel like they are learning real magic (perhaps these as they are varied and unique enough). OR, one could simplify the guessing by using a single suit - or better yet - just use the face cards. One could also use a tarot deck’s major arcana or those cards used to test for real psychic powers - Zener Cards although these cards lack the concreteness of playing cards. It goes without saying that with any of these changes the prediction-vs-card results would have to be rethought and rebalanced. Perhaps, this line of thought is just an evolutionary dead end.

Frank Frazetta

EVEN MORE META MAGIC:

Oracular Bingo - Player Driven Campaigns via Omens and Self-Fulfilling Prophecies:

Each square on your campaign’s bingo board is an omen, when an omen is observed… something happens. When a row is filled, the prophecy is fulfilled and… something BIG happens! I am a genius! Now there are two options, two paths to take.
  • First and more radically, these omens can be written collectively by the party before they embark on a new arc of an already long-running campaign. This is an attempt by the players to predict events, themes, encounters, aesthetics and consequences they feel they may encounter (and to an extent, things they might want to see happen). I imagine this works best in established campaigns where the players know a lot about the world and might be able to make informed predictions or new campaigns but with very thematic worlds. In doing this, I imagine the campaign will take on a very different character. The players will try to fulfill these omens and in doing so steer the campaign - you as a DM can also include some of their ideas. It could be very useful for players who sometimes lack direction.
  • Secondly, you the DM may write them. This will likewise inform the trajectory of the campaign. It’s something like in Mythic Bastionland but instead of the Myths being a mystery you give them to your players on a big bingo card right at the start.
Now, what could these BIG and small somethings be? Fulfilling individual squares could result in minor boons or positive changes in the setting, like the waters of the Stinking Bog run clear, the blood-snow stops. Certainly a bingo could result in an instant level up or major positive change in the world.

The direction of the bingo could also matter, a horizontal bingo would be good for the players whereas a vertical bingo could spell some calamity or a boon for (or arrival of) the BBEG.

You can generate some custom bingo cards on osric.com (no relation).

Not this complex

An Even More Half-Baked Idea for a Ritualistic Sigil Drawing Minigame:

One can draw magic symbols, glyphs, sigils and runes on squared or hexagonal paper/whiteboard to cast distinct spells. The complications your character faces (enemies, lack of magical resources/ingredients, character skill, encumbrance, etc) are represented by a number of dice which are rolled on the paper before you draw the glyph. One must attempt to draw the symbol around these dice, intersecting as few as possible. Each die your sigil intersects introduces some chaos to the magic - perhaps it works on a free form, improvisational system. For example, the SERVANT sigil summons an indestructible humanoid golem to perform a single task of the sigil drawer’s command. If the sigil is trisected (drawn over two die complications) the Golem appears but the DM rules that it is 1: hideously terrifying for all to behold, 2: will achieve the command via the most murderous methods possible.

THE SCRABBLE MAGIC OF THE RANDOM CONJURERS:
I can’t stop thinking of dumb stuff. A magic-user can conjure up anything they can spell out using any number of the 7 randomly drawn Scrabble letters they have drawn at the start of a session. They have a pool of tricks equal to their level - they may use these tricks to swap letters and/or draw new replacement letters after using some for a summoning. I currently have no idea how to balance this, a player can summon ‘GOD’ quite easily. The player with the letters should keep them secret, but can show them to the other players for assistance at a cost of 1HP per level. This may work better with Bananagrams letters. The question is, does/can the player build off of words they have already summoned like in the regular Scrabble game? If so, why?

Meta-Material Components:
James Young* has a rule where if he is bought a beverage, the party gains a d30. The d30 can be substituted for any one d20 roll (or use it to increase the die size of any other roll). What if this was extended and taxonomised into a bewildering array of magical nonsense? Bear with me, I think this may actually have the most potential yet. Take your game’s spell list and attach an extradiegetic material component or ritual to each one. Players may prepare these components/rituals ahead of a session for specific spells their character knows. Doing this weird out-of-game/in-game ritual would see the spell massively boosted in scope, power, duration, effect or size. For example, if a player’s Magic-User knows the spell Web, they also know its meta material component/ritual - that player can bring in a piece of real cobweb to a session, burn/singe it before casting Web and see the spell go nuts. Rather than the web blocking a 10 foot cube, they can block an area equal to a 100’ foot cube


ARGHHHHHHH! What a sloppy start to 2026. This spittlesome spitball of a post is actually a thank you gift for Empedocles of Elemental Reductions for organising the OSR Secret Santa. They wanted an Alternate Magic System. Empedocles oversaw a 100% gift rate and put up with my constant demands for blood of non-delivering crooks (see below). Maybe I’ll return to this post and spin something or two out into a workable, playable thing. Probably the Meta-Material Components post.

If you like the Extradiegetic angle, check out my other META posts, I’d recommend one one about drugs and the other about diseases.


*According to Elmcat’s masterpiece blogosphere map, I am one of James Young’s biggest simps.