A Magic System
v 1.6
The door to magic is closed for most; some few may find it ajar; fewer still may pick the door's lock altogether. Aptitude for the craft is is not unusual but is often misinterpreted. Great magic requires constant practice. The best magi are not always the most gifted; just persistent.
Magic is dangerous; spells go poorly and the consequences can be... severe.
Mechanics
You can master spells equal to your level + 2 (eg. 1st level magi have mastered 3 spells).
Casting spells takes a physical toll. You can safely cast spells equal to your hd + con (ie. spell slots). Above that, you take 1d6+lvl damage for each spell cast. Safe casting is restored after resting in comfort and safety.
Mages add int to their casting rolls; clerics add wis (eg. 2d6+int/wis) and your level to damage rolls (eg. 2d6+lvl). You gain an extra d6 of damage at levels 5 & 10.
When you level up, you may swap mastered spells for new ones.
Scrolls
You may attempt to cast spells from written texts. This requires more casting time while you read/review the spell (ie. a turn) and expends a spell slot.
It is wise to identify a spell before casting it!
Enhancements
Enhancement spells are cast in conjunction with a target spell. They augment spell casting and/or effect, and expend a spell slot in addition to the target spell.
Mishaps
Magic is dangerous. A failed casting roll may have consequences; a critical fail always will.
An example mishap table:
- the target reflects the spell back at caster
- 1d6 damage to the caster
- the caster is blinded/frozen/afraid/etc... for a short time
- the spell affects the party in some way (depending on the spell)
- the caster turns blue
- nothing happens... lucky
Addendum
Presented as an alternate/additional magic system for World of Dungeons.
I have a growing list of spells and/or allow players to create their own.