The current plan is for magic in Maze Knights to focus around potions. Drink a potion, get a spell. Like in Knave, this makes spells very concrete and forces players to think about their inventory slots, as each potion takes up a slot. There probably will be recipes you can collect as the game goes on, but if you want to get crazy you can always whip up a random potion and hope you get something good.

Like in Maze Rats, I’ve created a magic generator that generates weird spell names. Unlike Maze Rats, it’s 24 tables long instead of 6, and includes tables for generating things like the potion’s consistency, smell, taste, bottle shape, etc. 20,342,016 possible spells! 2,176,782,336 bottles!

It’s probably going to get revised and tightened up as Maze Knights continues to develop, but it’s definitely solid enough to use right now in any fantasy RPG, especially Maze Rats. Click “Generate” to take it for a test drive! Sometimes tweaking a word (like making it plural) helps the spell make more sense.

The generator is free to download below. To randomly generate a potion, roll on the following table to find the name format. If you are using this with Maze Rats, "Effects" are now called "Qualities."

  1. [Quality] [Element]
  2. [Quality] [Form]
  3. [Element] [Form]
  4. [Quality] [Element] [Form]
  5. [Form] of [Element]
  6. [Form] of [Quality] [Element]

Each bolded word has 6 tables associated with it. Roll a die to find the correct table, and then roll on the corresponding 6x6 table to get the final word. (For example, to find a Quality you roll 3d6, getting 4, 3, 6. This means look at the 4th Quality table, 3rd group within that table, and the 6th item within that group.) The referee has final say over the potion’s effects.

If you want the rest of the Maze Knights magic rules and the latest draft of the game, click here to help support Questing Beast on Patreon.