You are on page 1of 6
DCC Styzz Macic SysTEM FOR DND 5E No MORE VANCIAN MAGIC ‘Vancian magic (where a caster gets a number of spell slots each day) has always sounded awkward to me. Most fantasy novels describe magic user as spending part oftheir vital energy to perform magical feats. Magic should be a dangerous, powerful and high cost/high reward tool to be uused at the caster's risk -not something that simply works, until suddenly it doessit This feeling is well captured in my opinion by the Dungeon ssics game system. Magic is dangerous, i's not uaranteed to work, and may yield unexpected results. ‘THE NATURE OF MAGIC Magic isan eldritch power gained either through some kind of bargain with (more or less) sinister entities, intense study of ancient tomes or natural talent. The source of magic influences what kind of feats you may accomplish, and the consequences of fiddling with such powers. There are four ‘magic traditions: Arcane, Divine, Pact Magic and Innate Magic. ARCANE Macic This kind of magic is the one studied and painfully discovered by scholars and sages, by trial and error, and ‘through a winding road dotted with great success and terrible failures. Arcane caster need not depend on the benevolence ‘of unscrutable beaings, but only on their own prowess... and the intrinsic chaotic nature of the Weave, Arcane magic users, are called Arcanists DIVINE Macic Divine magic is gained through by concession of some powerful otherworldly force, ike a deity, a natural spirit, a benevolent ancestor. The power is granted to the faithful ‘meaning that the officiant must abide to the entity’s rituals and restrictions, actively pursue the entities goals and objectives, and risks disapproval from the entity itself Divine ‘magic users are called Practitioners INNATE Macic ‘This kind of magic is neither granted nor acquired through ‘study. I's just an overwhelming and sometimes unwanted companion that surges from within the caster. This force may ‘seem to others like a gift ora talent, but is atthe same time a curse and a burden, Innate magic users are called Channelers Pact Macic Just lke divine magie, pact magic is granted to the user by an. ‘eldrtch eing of power. However, the user and the eldritch power have stricken a specific "do ut des" kind of pact ot ‘bargain. The entity grants the power to the magic user, but the user must perform tasks for the entity in return. Pact _magic users are called Demonologists ‘This is unofficial Fan Content permitted under the Fan Content Policy. Nota ast ofthe property of CASTING A SPELL ‘To understand how to cast a spell, we must beforehand define ‘what a spell actually is spell is a recipe, the instruction to bind the forces of magic to the user's will or a humble request through a practiced ritual to the powers beyond Just knowing the recipe doesn't guarantees success every time, nor the eldritch entities always have the patience to actually listen to the practitioner of magic. CANTRIPS Cantrips are simple tricks, or minor favors that are so trivial that the magic user ean always east them automatically. LavELep SPELLS ‘To cast a leveled spells, the magic user must sueceed on a spell check, based on the kind of magic it performs and on the class, In order to cast a spell a magie user needs first of all © select the spell she intends to cast among the ones she has currently available (because she either has the spell prepared, or she knows the spell) ‘Then, she makes the relevant magic check with disadvantage. Arcanists: Arcana check: Practitioners: Religion check; Channelers: Constitution saving throw Demonologisis: Persuasion check; Half casters: Relevant ability modifier +1/2 proficiency ‘The DC to east a spel is calculated as follows: Spell Casting DC~8 + 3 x spell level TaBLe 1-1 SPELL CHECK RESULT Magic Check Result Effect Failure by 10 or more Failure by 5 to 10 Failure and major backlash Failure and minor backlash Failure by less than 5 Failure ‘Success by less than 3 Cast normally For every 3 points above DC Upcast by 1 level, up to Sth TABLE 1-2 DCs By SPELL LEVEL Ww pc wi De 1 u 6 26 2 14 7 29 3 W 8 32 4 20 9 35 5 23 -ovedjendorsed by Wizards. Portions of the materials used rds ofthe Coast Ll NATURAL 1 AND 20 Whenever a caster rolls a natural 1 on its spell check, the results calculated as normal and then lowered by a step on. ‘Table 1-1 Spell Check Result; viceversa when she rolls @ natural 20 the result is improved by one step. SPELL ATTACKS AND SPELL Save DCS Ifa spell demands a spell attack, use the magie check roll instead of the attack roll likewise, ifthe spell demands a Save, the Save DC is equal to the magic check result. SPELL BuRN After a spells cast, a spellcaster may elect to suffer 1 point of ‘damage on a physical ability score. For ezch point of damage taken, the result of the check is improved by a +. KNOWN AND PREPARED SPELLS Casters learn and prepare spells just like they normally do; even exceptionally gifted casters cannot perform complicated formulas without proper training, This means that characters get to cast their first 2nd level spell as they normally would at third level just because they cannot learn a 2nd level spell before than; however, an exceptionally good magic check could allow a caster to ‘upcast a spell to a spell level normally beyond its epelleasting level a ‘Tannis is a 2nd level Wizard arcanist with an Intelligence of 16 and a +5 total Arcana modifier. He doesn’t know any 2nd level spell, nor could he ‘add one to his spellbook before he reaches 31d level ard unlocks the ability to do so. However wiile casting his Magic Missile he could very well ‘obtain a 17 in its Arcana check and upcast the spell as iFhe used a 3rd level slot (thus firing 5 total missiles) ————————— Macic TRADITIONS Magics works differently for each magic tradition, as detailed below. SPELL CHECK RESULTS BY MAGIC TRADITION: Each magic traditions manipulates magic in a different fashion, thus falling in harnessing power yields different results, as per the following table: TABLE 1-3 BACKLASH BY MAGIC TRADITION Tradition Minor Backlash Major Backlash. Arcane Lost Lost, Mishap Divine Disapproval Forsaken Innate Debilitation Magic Surge Pact Tribute Corruption. ARCANISTS Arcanists are those who gain magic through careful study and strenuous practice and research. They risk losing control lover the magic they manipulate and sometimes they need time to refocus and start from scratch on a spell they thought ‘was already known, Macicar BACKLASH Lost. The spell disappears from the caster memory and cannot be east again until she spends a short rest studying or practicing the spell Mishap. The magic energy from the spell oes awry. Roll fon the Wild Magic table and apply the results. Rrruar Macic Arcanists may perform rituals to cast a spell By doing so the casting time of the spell becomes 10 minutes and the spell automatically succeeds if the spell has the ritual tag. Otherwise the arcanist must roll a magic check as normal, but she can roll the check with advantage instead of having. disadvantage. PRACTITIONERS CCeries, acolytes, fanatis... all those who faithfully follow ther right otherworldly being are rewarded with power, Macicat BACKLASH Disapproval. The entity which grants you power is displeased with your petty requests. The spell fails; increase the forsaken threshold by an additional 1. Forsaken. The spell fails, even if the check would normally be high enough to castit. The practitioner loses the ability to cast leveled spells until the next dawn. FORSAKEN RANGE Practitioner never risk losing spell, since they never knew them in the first place: their magic is gift granted by their deity: Each day, they start with a forsaken threshold equal to the spell east DC-10 ‘Whenever they fail in casting a spell their forsaken threshold goes up by 1 point (hus after a failed casting, they {incur in forsaking with a magic check result only 9 points lower than the DC) This effect might turn even a check that would have normally been a success into a forsaking (after ten or more failed castings). ‘SacrIFIcE ‘A practitioner may make a meaningful sacrifice o reduce its forsaken range for that day through an offering to its deity During a short rest, the practitioner may pray and do rites of its faith to do so. The rite usually consumes material components of at least GP value equal to 5 times the practitioner level and resets the Forsaken threshold to-10. Alternatively, sme faiths may accept blood sacrifices as payment instead. The HD of the ereature sacrificed this \Wwaymust be at least equal to half the practitioner level for the ritual to succeed A Forsaken practitioner may not perform this ritual CHANNELERS CChannelers magic comes from within or around them. They ‘may use the power of ancient blood that flows in their veins or the low ofthe leyfine magic around them. ‘Macicar BACKLASH Debilitation. The caster CON score is reduced by an amount equal to half the spell level rounded down, minimum 1) This reduction cannot be healed, and lasts until she takes along rest to recover. ‘Magic Surge. The caster falls to 0 HP and becomes dying sits inner power burns him from the inside out, exploding allaround. Each creature within 10 ft ofthe caster must make a Dexterity saving throw (DC equal tothe minimum required to cast the failed spell) or take damage equal to five ‘times the filed spell evel The tipe of the damage is determined randomly: 1d6 Type ofdamage —-1d6-—_Type of damage 1 ‘Acid 4 Lightning 2 Cold 5 Thunder 3 Fire 6 Force IMPROVED SPELLBURN ‘When a channeler speliburns taking atleast 1 damage in constitution, he may use the higher 20 result instead of the lower (as if he had rolled with advantage in the first place) Repucep Castine DCs Casting DCs for channeler are caleulated as follows Spell Casting DC=9 + 2x spell evel ‘Thus, spell DOs are: wl pe wl pc 1 n 6 a 2 B 7 23 3 6 8 25 4 a 9 27 5 19 DEMONOLOGISTS ‘Those who dabble with powers best left dormant, often receive more suffering than gain... but the lure of power is dificult to reset ‘Macicar BACKLASH ‘Tribute. The demonologist must make a blood sacrifice to its patron. Her max HP are reduced by an amount equal to ‘wice the spell level This reduction lasts until she takes a Jong rest. ‘This is unofficial Fan Content permitted under the Fan Content Policy. Nota ofthe Corruption. The power of the patron manifests physically in the caster Rell on the corruption table below to determine hhow the easter is affected Ifthe spell level was less than 3 roll on the minor corruption table, iFitwas 4th to 6th roll on the major corruption table, fit was 7th to 9th roll on the greater corruption table, Boop MAGI ‘When a demonologist spellburns, he may sacrifice 1d4 HP. instead ofa single point of ability score, as he cuts himself to sacrifice her essence to her patron. This HP loss may not be reduced by any means, but can otherwise be healed normally. PATRON SPELL Whenever the Demonologist gains a level he may select a single spell to be their patron spell The demonologist may cast henceforth that spell without disadvantage. The Demonologist may only have one patron spell at a time. MAGIC TRADITION BY CLASS Barbs Bards are Arcanists, but they may substitute a Peformance cheek to an Arcana check to cast her spells. When they do, their spell must have both Vocal and Somatic components. CLERICS Cleries are Practitioners. Dru Druids are Channelers and gain proficiency in Constitution saving throws rather than in Intelligence saving throws, PALADINS Paladins are Practitioners, as half casters their spell casting check is a Wisdom ability check plus haf their proficiency bonus, RANGERS Rangers are Channelers; as balf casters their spell casting check is a Constitution ability check plus half their proficiency bonus. SorcERES Sorceres are Channelers, ‘WARLOCKS ‘Warlocks are Demonologists ‘Wizarps Wizards are Arcanists -ovedjendorsed by Wizards. Portions of the materials used TABLE 1-4 MINOR CORRUPTION D1oResult Character develops horrid pustules on his face. These 1. pustules do not heal. Charachters Charisma score is reduced by 1 Character's skin on one random portion of his body appears to melt Like wax, it flows and reforms into ‘2. odd puddles and shapes. This is an ongoing, constant motion that itches constantly and repulses others. Determine location randornly (146): (1) face; (2) arms; (3) legs; (4) torso; (5) hands; (6) feet 3 One ofthe character's legs grows 146”. Character now walks with an odd gait. Eyes affected. Roll 1d4: (1) eyes glow with unearthly 14, Color (2) eyes gain light sensitivity (-1 to al rolls in daylight); (3) character gains Darkvision out to 60 ft; (4) eyes become large and unblinking, lke a fish. Character develops painful lesions on his chest and 5. legs and open sores on his hands and feet that do not heal Ears mutate, Rll 146 (1 ers become pointed; (2) ears falloff (character still hears normally; (3) ears «¢_ enlarge and look like an elephant's; (4) ears elongate and look lke a donkey's (character also gains braying laugh); (5) ears shrivel and fold back (6) Ears become catlke and move up on its head. Chills. Character shakes constantly and cannot remain quiet due to chattering teeth, Characters facial appearance is permanent! disfigured according to the magic that was.” surimoned. I ire magic was used, his eyebrows are 8 scorched and his skin glows red; if cold magic was used, his skin i pasty white and his lips are blue. If ambiguous magic was used, his appearance grows gaunt and he permanently loses 5 pounds. Character’s hair is suffused with dark energy. Roll 9.144: (1) hair turns bone white; (2) hair turns pitch black; (3) hair falls out completely; (4) hair sticks straight up. 30 Character passes out: He is unconscious for 146 hours or until awakened by vigorous means. DIoResult Febrile. Character slowly weakens over 144 months, suffering a-1 penalty to Strength for each month. A duplicate of the character's face grows on his back 2. Itlooks just lke his normal face. The eyes, nose, and ‘mouth can be operated independertly. Consumption. Character's body feeds on its own 3. mass. Character loses 2410 pounds in one month and its Constitution score is reduced by 1. Corpulence. Character gains 6412 pounds in one month, The weight gain reduces by 1 point its Dexterity score, and the character's speed is reduced bys", Character crackles with energy of a type associated 5. with the spells he most commonly casts The energy ould manifest as fares, lightning, cold waves, etc. Character’s height changes by 1420-10 inches. 6 There is no change in weight; the character's body grows thin and tall or short and fat. Demonic taint, Roll 143: (1) character's fingers elongate into claws, and he gains 2 natural attack for 7 146 slashing darnage;(2) character's feet transform into cloven hoofs; (3) character's legs become goat- like. Character's skin changes to an unearthly shade. Roll 148: (1) albino; (2) pitch black; (3) clear; (4) shimmering quality; (5) deep blue; (6) malevolent yellow; (7) ashen and pallid; (8) texture and color of Fishy scales; (9) thick bear-like fur; (10) reptilian scales. ‘Small horns grow on the character's forehead, This appears asa ridge-like, simian forehead for the first 9. month; then buds for the second month; goat horns after the third month; and finally, bull horns after six months. CCharacter’s tongue forks and his nostrils narrow to 10 slits. The character is able to smell with his tongue like a snake and gains the Scent ability TABLE 1-5 Major CORRUPTION “This is unofficial tions ofthe materials used Content permitted unde the Fan Content Policy. Not approves are property of Wisards ofthe Coast. OWizards ndorsed by Wiz the Coast TABLE 1-6 GREATER CORRUPTION D1OResult sliver of soul energy is claimed by a demon lord. Character experiences unearthly pain, suffering 346 darnage, a permanent reduction of 2 points to all physical ability scores Decay. Character's flesh falls off in zombie-like 2 chunks. Character loses 144 hp per day. Only magical healing can stave off the decay. Character’s head becornes bestial in a painful 3 overnight transformation. Roll 146: (1) snake; (2) goat; (3) bull; (4) rat; (5) insect; (6) fish. Characters limbs are replaced by suckered tentacles 14. One limb is replaced at random each month for four months. At the end of four months, itis impossible to hide the character's inhuman nature Small tentacles grow around the character's mouth 5 and ears. The tentacles are maggot-sized at first, but grow at rate of 1” per month to a mature length of a Third eye. Roll 1d4 for location: (1) middle of 6 forehead: (2) palm of hand; (3) chest; (4) back of head. Fingers on one hand fuse while the thumb enlarges. After one week, the hand has transformed into a crab 7. claw. Character gains a natural attack for 1d6 damage and can no longer grasp normal weapons and objects. Character grows a tail over 147 days. Roll 1d6: (1) scorpion tail that can attack for 144 damage plus poison (DC 10 Fort save or target loses 1d4 Str ‘g. permanently); (2) scaly snake tal; (3) forked demon fail (grants +1 Dexterity); (4) fleshy tail ending in a useable third hand; (5) fused cartilaginous links ending in spiked stump that can attack for 1d6 slashing damage; (6) bushy horse's tail. Bodily transformation. Roll 146: (1) character grows 19. scales across his entire body; (2) character grows: gills; (3) character sprouts feathers; (4) character develops webbed toes and fet Character grows a beak in place of his mouth. Transformation starts as a puckering of the lips that 10 slowly turns into a full fledged bird or squid beak over the next 1412 months, Character gains a bite attack for 143 piercing damage. ‘Tis is unofficial Fan Content permitted under the Fan Content Policy. Not spprovedjendorsed by Wizards. Portions ofthe m are property of Wizards of the Coast, © Wizards ofthe Coast L ‘This is unofficial 1» Content permitted under the Fan Content Policy Not approvedjendorsed by Wizs are property of Wizards ofthe Coast. DWizards of the Cosst LLC.

You might also like