Linguomancy was always conceptualized with gameplay in mind. From video game to role-play, the system eventually ended up being implemented in the context of a Tabletop RPG.
The mechanics and gameplay were conceived and built to allow maximum freedom in spell design, while maintaining a concrete and understandable system. This allowed every idiom to be crafted and balanced with unique effects while still making sense mechanically.
The scope of this project focuses mainly on magic, world building, and the gameplay surrounding the application of spells itself. A complete reinvention and balance of tabletop mechanics was out of scope. As a result, the mechanics were made exhaustive enough to allow a solid foundation for the spells to stand contextually. Elements like raw number values, exploration, physical combat, classes, experience or non-magical skills were left unexplored.
Mechanically, Linguomancy takes inspiration, concepts and terminology from systems like
DnD or
Pathfinder, with original mechanics and resources sprinkled on top. I do not own nor claim to own the rights to any of those two works. The end goal was to avoid reinventing the wheel while still allowing for original concepts and dynamics.
The following articles contain the information required to understand the application of spells in a TTRPG context.