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Eldritch Words Spell System (10 x 6 Magic System)

All magic requires saying two eldritch words: a verb and a noun. Every 1st level caster starts out knowing
four eldritch words, but must know at least one verb and one noun.

They learn two new eldritch words every three levels (3, 6, 9, etc.)

Optional Rules
• White and Black Magic: Priests draw their power from white magic, and may not use
their magic to directly harm an individual. Mages draw their power from black magic and
may not directly heal an individual.
• Elemental Specialization: At the start of a day, a caster who knows the Elements noun
must choose one particular type of damage (acid, fire, etc.) For that day, they may only
use the Elements noun with relation to that type of damage. Alternatively, make a caster
choose a damage type upon learning Elements- their magic is only capable of interacting
with that type of energy.

The Verbs
• Alter (mutatio): Change, Modify, Adapt, Vary, Transform, Alter, etc.
• Befuddle (caeco): Confuse, Obfuscate, Becloud, Disorient, Create Illusion, etc.
• Charm (alliceo): Enchant, Fascinate, Mesmerize, Bewitch, Entice, etc.
• Control (impero): Command, Govern, Direct, Influence, Manage, Rule, Dominates, etc.
• Destroy (perdo): Break, Demolish, Ruin, Wreck, Annihilate, etc.
• Foresee (provideo): Predict, Anticipate, Forecast, See Ahead, Prophesy, etc.
• Learn (disceo): Acquire, Study, Master, Understand, Assimilate, Discover, etc.
• Manifest (manifesto): Create, Produce, Make visible, Evoke, Bring forth, etc.
• Protect (tueor): Guard, Defend, Shield, Safeguard, Insure, Preserve, etc.
• Restore (restauro): Heal, Renew, Revive, Rebuild, Mend, Reinstate, Recuperate, etc.

The Nouns
• Elements (elementum): Fire, Water, Air, Earth, Light, Darkness, etc.
• Material (inanimatum): Matter that is not living, such as stone, metal, plastic, glass, etc.
• Beast (ferus): Living creatures that are not plants, including all supernatural beings, monsters,
mammals, birds, fish, insects, etc.
• Vegetable (vegetabilis): Living organisms that grow such as plants, fungi, etc.
• Sapient Being (sapiens): rational, conscious, intelligent beings, capable of abstract reasoning
and understanding.
• Divine (deus): Godly, spiritual, supernatural, celestial, holy, etc.

1st-Level Spell Templates


After choosing the verb and noun, pick one of the three templates below:

• Simple Healing: One creature healed 1d8 + MIND modifier HP; +1d8 HP for every spell level
above 1st. At 6th spell level don’t roll and instead heals 70 hp and cures blindness, deafness, and
disease; +10 HP per spell level above 6th.
o Special (I): Replace all d8’s with d4’s (or half amount healed for spell level 6+), and cast
as a bonus action.
o Special (II): +2 Spell Levels (added after all other spell level scaling) – spell affects 6
targets.
• Simple Damage: Caster makes magic attack roll against one creature. On a hit, target takes 3d6
damage or half on a miss; +3d6 damage and +1 creature for every spell level above 1st.
• Summon: Summons, creates, or animates a creature with the following stats, controlled with
the caster’s bonus action:
o Summoned Creature (CR -): 25 hp, 11 AC, maul +X* (1d8 + 4)
▪ X = Caster’s magic attack bonus
o Scaling: +5 hp, +1 AC, and +1 maul damage for each spell level above 1st. In addition,
the creature may attack a number of times equal to half this spell’s level (rounded
down, minimum 1.)
o Special: At spell level 1, the summoned creature is not able to attack at all.
• Transform Creature: Target creature makes a MIND saving throw, or transforms into another
form with a CR/level equal to or less than their current CR/level. Pick a form from the M20 Fifth
Bestiary, or use the summoned creature template above, treating the spell level scaling as one-
half the target’s CR/level rounded down.
• Free Form Effect (Creature): Caster describes a desired effect related to the eldritch words
they’re casting, and picks one creature, rolling 2d6 damage; +2d6 per spell level above 1st. The
target makes an appropriate saving throw, and the results are as follows:
o Target fails save, and their current HP is less than damage rolled: Target takes no
damage, but the desired effect immediately occurs.
o Target fails save, and their current HP is greater than damage rolled: Target takes
damage rolled.
o Target succeeds on saving throw: The target takes half the damage rolled.
• Free Form Effect (Object or Location): Choose an object 1/4 the size of a human or smaller, or a
5’x5’x5’ cube and describe a desired effect related to the eldritch words being cast; double the
object size, or number of cubes for every spell level above 1st.

Positive effects used on willing targets bypass the need for saving throws, and immediately take effect.

Duration: Spells that affect inanimate objects are generally permanent; an enlarged pebble will stay
large, a broken belt will stay mended. Magically created fires, etc, will die down naturally. Living
creatures will remain affected by a spell for 1 round per spell level of the spell that affected them.
Summons will remain for 1 round per spell level. A caster may choose to concentrate on a spell when
casting it in order to keep the spell active longer. While concentrating, a caster may not cast any spells
besides simple damage and healing spells or cantrips.

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