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Indigo Magic

Callus counted prime numbers, and tried not to reach. What a remarkable thing! How do you manage to do that?” The
breathe. Many had attempted the defences of the mage guild mage poured two cups of tea and smiled warmly.
before. Most were dead, and they were considered the lucky
ones. But he knew he had no choice. The Family held his “To be honest, it is a trick a Bard friend taught me,” said Callus. No
partner, and he did not want to think… his breath paused, don’t point holding back now. “Keep the mind on trivial things when urgent ones
think, start again, one, two, three, five, seven… He was a silent are learned to the point of being automatic. But you haven’t answered my
shadow, moving with the flickering light of the question. What will happen to me?”
candles, scaling walls, seeking windows, clinging
to ledges and sills. He did not doubt his skills, “Why, nothing, of course. All others that attempted
took no chances, followed the path he had to enter here did so for greed. You, however, have been
planned, no thought, he thought, no thought. coerced. It is those that have compelled you that should be
afraid now. Because now they face a real master in the art
Laughter came from behind him, and of dominating the will of others.” The bald man smiled
he froze in place. “Come out into the light, thief, warmly, and Callus felt a strange mingling of profound
the game is up,” the voice came, melodic, fear with the dawning of new hope.
gentle. Callus stayed where he was, eyes
searching, till he found the source. He
blinked in surprise, but did not move.
“You are cautious, which is fair, but Index
you are in my domain now, so any Overview ……………………… 2
further ignoring of my request Cerebrant ….…………………… 3
would just be impolite. I’ll make Dreamspawn...………………….. 4
us some tea, if you will be so Skeptomancer…………………… 5
kind,” added the small, robed Licence …………………………. 6
bald man with the glowing
third eye in his forehead. Callus Chromatic Magic
weighed his options, then stood
away from the wall, and sat where the Skeptomancer gestured. This gaming supplement requires the use of the Dungeons & Dragons
“What is going to happen to me?” he asked simply. Players Handbook, Fifth Edition published by Wizards of the Coast, Inc.
Chromatic Magic is a re-organization of the magic system of Dungeons &
“Well, that is largely dependant upon you…” the Dragons. Instead of Illusion, Evocation, Necromancy and so on, the spells
mage’s three eyes squinted, then “Callus is it? You see, I are classified under themes associated to colours. Three new class options
have not encountered anyone before with such a capacity are included, for clerics, wizards and sorcerers, using this classification
to resist my perceptions, and I must attest to some system. It is possible to use this supplement directly alongside standard
curiosity about it. I can reach in with the power of classes, but note that ability balance is significantly shifted between some of
my magic and sense your deepest motivations, the classes by inclusion of this supplement in your game world.
but your immediate thoughts are beyond my

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Chromatic Magic Overview
Schools of Magic culture that has had a different approach to the
study of magic within an already existent Consciousness level Motive level
Message 0 Vicious Mockery 0
In the Players Handbook, spells are standard world. It is relatively easy to assume
Sleep 1 Charm Person 1
classified by school. These help to describe that a culture separated from the mainstream of Command 1
spells, and have no rules of their own, although a fantasy world might develop a magical Heroism 1
some rules refer to the schools. As such, they are metaphysics that approached arcane theory Hideous Laughter 1
from a chromatic perspective rather than an Sanctuary 1
reference data for spell casting. If you are
Detect Thoughts 2 Suggestion 2
including the Colours of Magic in your elemental or effect-based one. Zone of Truth 2 Calm Emotions 2
campaign, you will need to allow for rule Enthrall 2
descriptions to apply to these school definitions, In each of the Colours of Magic products Tongues 3 Fear 3
you will find one colour focused upon. Each Sending 3
so that when an effect asks for “resistance to all
Confusion 4 Compulsion 4
Illusions” for example, you would apply it to all colour takes the place of a standard “school”.
Phantasmal Killer 4
Chrome spells. The alignment of the schools to Within each of the colours there are two “Sub- Telepathic Bond 5 Dominate Person 5
the Colours is not one-to-one, you will need to schools”, which perform no function except to Dream 5 Geas 5
use the table of spells contained in this expand descriptions or enable particular powers. Modify Memory 5
Irresistible Dance 6
supplement to ensure alignment with the Mass Suggestion 6
definition of any spell or ability. The Colour Indigo Mirage Arcane 7
Glibness 8 Antipathy/Sympathy 8
Chromatic Magic is, in essence, an To incorporate the Colours into your Dominate Monster 8
attempt to reclassify all the base spells from the existing campaign, first simply allocate the Weird 9
standard rules under a different school system. colours to deities, so in the case of Indigo, mind,
Cleric – The Cerebrant
All spells are given a school, or Colour. The emotions like love, wisdom or dominion might
You have command of the divine word that
basic descriptors of spells do not change, in fact give access to this domain. Then allow Wizards
brought about creation, and growing knowledge
only a few of their effects are modified to fit in to choose a Colour as their primary school. The
of the arcane powers.
with this re-classification, but what does change colours are opposed to each other in the
is the school. The ultimate effect of this following manner by default:
Sorcerer – The Dreamspawn
alteration to the magic system is simple and
Arcane symbols are imprinted on your skin or
subtle, but it has a very powerful follow-on Red (energy)  Indigo (thought)
on your soul, and you draw upon them for
effect upon the nature of the game world that it Blue (pattern)  Orange (disorder)
power. You learn to attune to and empower
might be included in. In particular there are White (divine)  Black (profane)
symbols and enchantments you find.
fundamental effects upon Wizards, Clerics and Yellow (life)  Purple (death)
Sorcerers, and there may (if you choose to go Green (nature)  Brown (artifice)
Grey (actual)  Chrome (apparent)
Wizard – The Skeptomancer
that far) be effects upon or even the existence of
You study magic’s effect upon magic itself, and
any of the standard spellcasting classes.
learn to manipulate the spells of others or be
assured of the power of your own magic to a
Having said that, the easiest application Each of these are covered in the individual
superior level.
of these rules is to simply allow a few new products of the relevant colours.
character classes that you can say come from a

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Indigo Clerical Domain: The Cerebrant
The Indigo governs the concepts of the mind, awareness and and hold your holy symbol aloft, and up to your level plus wisdom bonus
motivation. As a cleric of Indigo you spend time in contemplation and number of enemies within 30’ of you must make an Intelligence saving
meditation, in order to comprehend and attune your intellect and desires. throw vs your spell DC, or become Incapacitated for one minute. This effect
Your mind becomes clear, and you can bring others into wake of your ends if they suffer any damage, and they may save again at the end of each
clarity, assisting in understanding, or binding others to your superior way of their turns. Furthermore any allies within 30’ who can see you gain an
of thought. In the Chrome world, the power of Indigo is the principle of immediate saving throw against any Frightened, Stun or Charm conditions
thought to govern and control, bringing understanding and dominion over in effect upon them.
the universe. In multiverses where gods exist, those of the mind, emotions,
wisdom, intellect and love might grant power over this domain. Instruction

Beginning at 6th level, you can impart your contemplative


Cleric Level Indigo Domain Spells inspiration upon others. Whenever you have contemplative advantage
1st Charm Person, Sleep available but before your turn starts, you can use your reaction to grant the
3rd Detect Thoughts, Suggestion benefit to an ally until the end of their turn. You lose the benefit of this
5th Fear, Tongues Contemplation when you do so however.
7th Compulsion, Confusion
9th Dominate Person, Telepathic Bond Furthermore, you no longer need to remain still while
contemplating, and you can use your move normally when doing so,
Cerebrant Proficiencies though you still cannot use bonus actions in the turn you meditate.

When you choose this domain at 1st level, you gain proficiency in Meditation
Insight, Persuade and Intelligence saving throws.
Starting at 8th level, you can spend ten minutes meditating after
Contemplation any rest (long or short) and gain contemplative advantage that lasts until
used for a round or until your next rest. You cannot perform contemplation
Starting at 1st level, when you select the Indigo domain, you gain until this advantage is used.
the ability to consider a problem or situation carefully and choose the best
course of action. Use your action and bonus action, and you may only take Pure Thought
a few short steps as your move (no more than 5’). Until the end of your
following round, you have Advantage for all actions and saving throws. Starting at 17th level, you can meditate with a standard action, and
You cannot benefit from contemplation for any action that would take can use your bonus action in the same round (with advantage should that
longer than a round to complete. be relevant).

Channel Divinity: Becalm Furthermore, you gain resistance to Psychic damage, and make a
saving throw at the start of each of your turns against any effect that
Starting at 2nd level, you can use your Channel Divinity power to impedes your mind, including Sleep, Charmed, Frightened, Suggestion or
cause a powerful calming effect on the minds of others. Use your action Domination.

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Sorcerer: Dreamspawn
You carry with you the shackles of dreams into the waking world. Sorcery - Alertness
Your sorcery draws power from the collective subconscious of the universe,
and you exist in a strange half state that allows you to manifest imaginings At 2nd level, you can begin to use your sorcery points to focus your
in the real world. Your origin has mysterious connection to the lands of attention temporarily. Use your bonus action, and spend as many sorcery
dreams. It may be that you were conceived more through will or desire points as you wish. Raise your Exhaustion level by 1 per sorcery point
than physical interaction of your parents or it may be that through accident spent. This effect lasts one minute. You can also use this ability to remove
or design your mind is unhinged in a specific, empowering way, which the Unconscious condition from allies, at a cost of 1 point per ally, with a
allows you to bring your dreams into the real world, manifesting as spells range of 30’.
and magic.
Nightmares
Chromatic Arcana - Indigo
Beginning at 6th level, whenever anyone with a mind succeeds in a
As the powers of dream-self manifest, you gain access to a wider saving throw against any spell of first level or higher that you cast, you can
variety of spells. You can choose your spells from the Sorcerer or Indigo spend a sorcery point and they must make a further Wisdom save against
Magic School spell list. your spell DC, or become Frightened by you until the end of their next
turn. Contact with your magic brings out their worst nightmares from their
Dream-state Fugue sub-conscious.

At 1st level, you exist perpetually in a half-waking state. This Waking Dream
means that you no longer require sleep in the same way others do. You are
immune to the Sleep condition, and merely need to sit quietly in order to At 14th level, when you use your Sorcery to stimulate Alertness the
achieve rest. While you are aware, you are, however, always distracted by effect lasts one hour. Furthermore, when summoning your magic you gain
imaginings and phantasms that only you can see. Your default condition the ability to inflict your mental fugue upon others, manifesting their
after even a Long Rest is Exhaustion at level 1, and you can only subconscious mind and seeding them with confusion and weariness. When
temporarily remove this condition. Any time you are not Exhausted for you use your Nightmares power, a target that fails their save gains a level
longer than an hour, you must make a Constitution save vs 20 or become of Exhaustion and is Stunned instead of frightened until the end of their
Exhausted at level 1. This means you generally will suffer disadvantage for next turn. They must then repeat the saving throw or suffer another level of
all ability checks (including skills), and makes for a difficult social life. Exhaustion and be stunned again for their next round. This does not repeat
a third time.
On the positive side, you can achieve a short rest with only ten
minutes of rest time, and you gain the benefits of a long rest after only four Somnambulism
hours of quiet time. Furthermore, your dream-state means you gain a
saving throw at the beginning of your turn against any charm, confusion, Beginning at 18th level, you benefit from your daily Long Rest at
fear or stun conditions you might be suffering, and you have a natural the same time that others recuperate from a Short rest if you choose. You
Resistance to Psychic damage. Note that you can still only benefit from one gain the benefit of a Short Rest between combat encounters, providing you
long rest every 24 hours. can gain a minute of non-strenuous activity between them, but only one
short rest between two encounters. You are no longer Exhausted by default.

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Indigo Wizard: The Skeptomancer
You focus your study on the powers of the mind and the motives Mental Engram Options:
that move people to action or sloth. You are among the most feared of spell • Psychology – Gain proficiency in Insight, Deception and Persuasion.
casters, with a subtle and often invisible power to shift people’s allegiances You further gain double proficiency bonus in one of these proficiencies
and perceptions to better suit your purposes. As such you are highly sought that you choose to specialise in.
after by any with political machinations, or in support of those who would • Third Eye – You can manifest your mental acuity with a glowing third
seek to avoid the supernatural influence of others. Your study enhances eye in the middle of your forehead. When apparent, this ability grants
your own mental prowess, giving you you greater power with Indigo magic, but makes you obvious to any
opportunity to learn to enhance your memory observer. Use your bonus action, and for one minute you emanate
and consciousness, and may give you greater indigo light from your forehead as per the light spell. While this effect is
resilience against the mental powers of others. in play, all indigo spells you cast count as though they use a spell slot
one higher than the one used to cast them. You can use this power a
Savant of the Indigo number of times equal to your Intelligence bonus, and all uses return
after a long rest.
Beginning when you select this school • Zen state – You learn to blank your mind, making you resistant to all
at 2nd level, the gold and time you must kinds of mental manipulation. Use your bonus action, and for one
spend to copy an Indigo Magic spell into your minute you gain advantage on saving throws against any mental affects,
spellbook is halved. You gain access to all the including psychic damage, charm, fear, stun, suggestion, possession,
Indigo School spells as if they were Wizard thought reading, compulsions or confusion. You also gain resistance to
spells. Psychic damage for the duration. You can use this power a number of
times equal to your Intelligence bonus, and all uses return after a long
Mental Engrams rest.
• Mental Kata – You perform all spell somatic and material components
Beginning at 2nd level, when you in your mind, rather than expressing them externally. You cast your
select Indigo as your area of speciality, you spells while silent or unmoving without penalty.
begin to hone your mind. You can choose to • Mind Vault – You have total recall, allowing you to remember even the
focus internally, or explore your most trivial of things that you have experience of. You can spend your
comprehension and manipulation of the action contemplating your memories, and gain advantage on a
minds of others. Choose a Mental Engram subsequent Intelligence proficiency or unskilled roll next round. You
option. You can choose another option at also increase the number of spells you can memorise, doubling your
levels 6, 10 and 14. intelligence bonus for this purpose.

5
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