Dungeon Crawl Classics
Compendium
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Magic
Magic comes from gods and demons who are capricious and unconcerned with your character’s flyspeck of a life. Those who would use magic are Summoning magical energies is arduous, expensive, and dangerous. No wizard does it lightly. As a result, there are no mundane magics, no spells used simply to light a corridor, for example. Use a torch, fool; it is much safer!
Kinds of Magic
Wizards and clerics tap into different kinds of magic. Wizards specialize in the better-known fields of black magic, elemental magic, and enchantment. Clerics receive the direct assistance of their gods in a style of magic called idol magic, which may or may not be similar to the powers of wizards.
Black magic is learned from demons’ lips. It includes witch-craft, shamanism, and totems, as well as necromancy, diabolism, mind control, and other concentrations of negative energy. Black practitioners hold power over mortals but are slaves to their demonic masters. Cthulhu cults practice black magic, as do zombie masters, witches, and voodoo shamans. Binding and summoning are considered black magic.
Spell Checks
When your character casts a spell, you roll 1d20 and add your caster level, and apply your luck modifier. This is called a spell check. You also add your Personality modifier if you are a cleric or your Intelligence modifier if you are a wizard. Wizards also apply modifiers for wearing bulky armor, and there may be other modifiers specific to certain situations.
Compare the result to the casting table for that spell. In general, your spell succeeds if your spell check is equal to or higher than a base DC of 10 + (2x spell level). The higher you roll, the more extraordinary the result, according to the casting table.
A novice wizard cannot cast magic beyond his comprehension, but he may attempt to cast a spell of any level he has learned. This means he may attempt to cast spells where he suffers a significant chance of failure, based on his spell check modifier. If he judges the attempt worthwhile, so be it; but there are consequences to failure.
Critical successes and fumbles: A spell check result of a natural 20 is a critical success. The caster receives an additional bonus to his check equal to his caster level. Compare to the casting table for that specific spell for the result.
A spell check result of a natural 1 is always a failure. A result of 1 may also result in corruption or disapproval, as described below.
Concentration: Some spells require concentration. While concentrating, a wizard or cleric can take no action beyond walking at half speed. Combat damage, a fall, or other significant interruptions require the spellcaster to make a Will save against DC 11 or lose concentration.
Spell checks by other classes: Foolish warriors have been known to read magical scrolls in dangerous attempts to wield magic. A warrior, thief, or other character untrained in magic may attempt to cast a spell from magical instructions he encounters. A character from an untrained class rolls 1d10 for his spell check instead of 1d20. He does not add any modifier for an ability score or caster level. A trained thief may roll a higher die per his class abilities.
Saving throws against spells: In general, a saving throw against a spell effect uses a DC equal to the spell check. For example, a color spray cast with a spell check result of 17 requires a Will save of 17 or higher to resist. If a spell does not specify a specific DC for a save, the save is made against the spell check result.
Reversing spells: Some spells can be reversed to perform the opposite function for which they were intended. For example, mending can be reversed to tear an object, or enlarge can be reversed to shrink an object. Although spell reversal sounds simple and straightforward as a concept, think about it in practical terms. It’s not that easy. To use an analogy, can you un-cook a chicken pot pie by following the instructions in reverse? No. Magic cannot be simply reversed. To reflect the difficulty of reverse-spellcasting in practical terms, reversed spells require the caster to make the spellcheck with the next lowest die in the dice chain.
Spellburn
A magic-user can harness more magical energies if he is willing to make mortal sacrifice: offer part of his soul to a demon, foster a demi-god’s greedy growth by leeching his strength, or even burn the very life energy in his own cells. Before rolling any spell check, a wizard may declare that he will attempt spellburn. In attempting spellburn, the wizard temporarily expends points of his Strength, Agility, or Stamina score to enhance his spell check. For every ability point he expends, the wizard adds +1 to his spell check.
For example, a wizard in a life-or-death situation may need absolute certainty that his next spell functions. He calls to an archdemon with whom he has had past dealings.
In offering the demon a share of his life-force, he trades 7 points of Strength to give himself a +7 bonus to his next spell check.
Ability scores lost via spellburn heal back at the rate of 1 point per day that the caster does not spellburn again.
Automatic criticals: There is one additional option for spellburn. A wizard who sacrifices a full 20 points of ability scores in one fell swoop automatically treats his next spell check as a roll of natural 20.
Losing and Regaining Spells
Spellcasting is draining. A spellcaster can exert himself a finite number of times in one day before he is exhausted and unable to cast another spell. Depending on the kind of magic, this can be a reflection of mental recall, godly favor, access to a demon’s plane, soul-drain, magical ingredients, or other factors.
Each spell’s casting table will indicate “lost” or “not lost” in each result entry. A result of “lost” means your character cannot cast that spell again in that day. “Not lost” means the character retains the use of that spell. Generally, only wizard spells are lost when a casting fails.
Clerics suffer a different difficulty. Each time a cleric fails to cast a spell, he suffers a cumulative increase to his natural disapproval range for the balance of the day. More information on this penalty can be found in the cleric class description.
In general, spells are regained within a day of being lost. The exact trigger depends on the magic in question. White magic is regained at the next sunrise; black magic upon the moon crossing the sky in full; demon magic after a full eight hours of rest; divine magic after resting and praying to the cleric’s god; and so on, as agreed between player and judge based on the nature of the character’s magic.
Mercurial Magic
The firstborn son of a witch hanged at trial wields black magic adroitly. An orphan raised by satyrs is a precocious student of druidry. Cosmic caprice determines skill in magic: birth order, family lineage, horoscope, and matters even more abstruse have as much influence on a wizard’s spell-casting as his hard work and native intelligence.
As a result, the effect of a magical spell varies according to who casts it. A magical rite invoked by one mage may be more powerful – or even different – than the same ritual exercised by a peer. These variegations are not predictable, as the subtleties that produce them can never be fully catalogued.
The mercurial nature of magic is reflected in game terms. When a wizard learns a new spell, he rolls on table 5-2 to determine how that spell manifests in his hands. This percentile roll is adjusted by his Luck modifier x 10%; i.e., a +2 Luck modifier counts as +20% on the check.
The player rolls on table 5-2 for every spell he learns, and the effects are specific to that spell.
Corruption
Low-level wizards are powerful. High-level wizards fear for their souls. Continual use of magic results in…changes. Exposure to demons, radiation from other planes, elemental energies in toxic quantities, and the servants of Chaos all affect a wizard over the course of his career. Higher-level wizards seek pacts with demons and elementals to sustain their health so they may continue to advance.
Each and every time a wizard rolls a natural 1 on a spell check, he suffers the effect of the spell failure. Moreover, his spell may misfire and he may suffer corruption. The individual spell entries include specific results associated with a natural 1 on each spell check, as well as misfire and corruption results specific to the spell. Some results will further direct the player to roll on one of the corruption tables: minor, major, or greater. If this is required, the roll is 1d10 minus the spell’s level plus the wizard’s Luck modifier. In select circumstances, other modifiers may apply as well (e.g., a curse). Certain kinds of black magic may trigger corruption more often, as indicated and adjusted by the spell table.
Luck to avoid corruption: A wizard that suffers corruption may burn a point of Luck to avoid the corruption. The Luck can be burned after the player rolls to determine the specific corruption result. Note that Luck cannot be burned to avoid a spell misfire, only to avoid corruption. Patron taint is considered corruption for these purposes.
Tables
Table 5-2: Mercurial Magic
d% | Adjustment to spell effect |
---|---|
01-10 | Breath of life. Casting this spell imbues the caster and those around him with beneficial energies. All within 15’ of the caster (both friend and foe) are healed 1d6 points of damage for every level of the spell (i.e., a level 3 spell heals 3d6 damage). |
11-20 | Extremely difficult to cast. Instead of rolling as normal on a spell check, the wizard rolls a die type reduced by two steps on the dice chain (e.g., if he normally rolls 1d20, he now rolls 1d14). |
21-30 | Spell killer. Casting the spell steals energy from a dying world, and any use of the spell causes the death of untold thousands. Every night following a casting of the spell, the wizard is haunted by dream-communications from an ancient sorcerer-king desperate to save his people. |
31-40 | Loud enough for you? Due to the ineffable demands of magic, this spell must be shouted when cast, effectively negating any chance of the caster remaining undetected before the casting is completed. |
41-50 | Casting circle. The spell’s power can be amplified with the assistance of other wizards. For each wizard present and willing to assist the caster, the casting wizard gets a +1 modifier to his spell check. Assisting in spell casting does not require knowledge of the spell, but the assistant mages can perform no other action until the spell is cast. |
51-60 | Counter-magic bubble. In the round following the casting of this spell, all other spells (including the wizard’s own) cast within 100’ suffer a -4 penalty to spell checks. |
61-70 | Luck distortion. For 1d4 rounds following the spell, the wizard suffers a -2 penalty to all rolls. |
71-80 | Count of ten. Each time the wizard casts this spell, one of his fingers (or toes at the judge’s discretion) melts away. For every two digits lost, he suffers a permanent -1 penalty to Agility. The digits can be replaced by magic, but if the wizard ever runs out of them, he cannot cast this spell. |
81-90 | Mystic twin. Casting the spell causes a fully functioning twin face to appear in the caster’s chest. The face remains for 1d3 rounds. During that time, this dual face has its own 1d20 action die under the control of the player, with which it can speak, cast spells as the caster, or spout cryptic wisdom. |
91-100 | Blood magic. The power of this spell is partially drawn from spilled blood, a sacrifice to the unknowable lords of Magic. A living creature with hit points equal to or greater than the spell’s level must be offered up before the spell is cast; otherwise, the spell check suffers a -4 penalty or patron taint (judge’s choice). The creature need not be sentient; chickens, goats, and other simple animals with the proper amount of hit points will suffice. |
The complete rules for mercurial magic are in the DCC RPG core book. See that for more info!
Table 5-3: Minor Corruption
D10 | Result |
---|---|
1 | Character develops horrid pustules on his face. These pustules do not heal and impose a -1 penalty to Personality. |
2 | Character’s skin on one random portion of his body appears to melt. Like wax, it flows and reforms into odd puddles and shapes. This is an ongoing, constant motion that itches constantly and repulses others. Determine location randomly (1d6): (1) face; (2) arms; (3) legs; (4) torso; (5) hands; (6) feet. |
3 | One of the character’s legs grows 1d6”. Character now walks with an odd gait. |
4 | Eyes affected. Roll 1d4: (1) eyes glow with unearthly color; (2) eyes gain light sensitivity (-1 to all rolls in daylight); (3) character gains infravision (sees heat signatures at range of 100’); (4) eyes become large and unblinking, like a fish. |
5 | Character develops painful lesions on his chest and legs and open sores on his hands and feet that do not heal. |
6 | Ears mutate. Roll 1d5: (1) ears become pointed; (2) ears fall off (character still hears normally); (3) ears enlarge and look like an elephant’s; (4) ears elongate and look like a donkey’s (character also gains braying laugh); (5) ears shrivel and fold back. |
7 | Chills. Character shakes constantly and cannot remain quiet due to chattering teeth. |
8+ | The complete rules for corruption are in the DCC core book. See that for more info! |
Table 5-7: Disapproval
Roll | Disapproval |
---|---|
1 | The cleric must atone for his sins. He must do nothing but utter chants and intonations for the next 10 minutes, starting as soon as he is able (i.e., if he is in combat, he can wait until the danger is over). |
2 | The cleric must pray for forgiveness immediately. He must spend at least one hour in prayer, beginning as soon as he is able (i.e., if he is in combat, he can wait until the danger is over). Failure to finish the full hour of prayers within the next 120 minutes is looked upon unfavorably; he incurs a -1 penalty to all spell checks until he completes the full hour. |
3 | The cleric must increase his god’s power by recruiting a new follower. If he does not convert one new follower to his deity’s worship by the next sunrise, he takes a -1 penalty to all checks on the following day. This penalty resets after 24 hours. |
4 | The cleric immediately incurs an additional -1 penalty to all spell checks that lasts until the next day. |
5 | The cleric must undergo the test of humility. For the remainder of the day, he must defer to all other characters and creatures as if they were his superiors. Failure (at the discretion of the judge) means he immediately loses all spellcasting ability (including healing and laying on hands) for the remainder of the day. |
6 | The cleric incurs an immediate -1 penalty to all attempts to lay on hands until he goes on a quest to heal the crippled. This quest is of his own design, but generally speaking must result in significant aid to the crippled, blind, lamed, sickly, etc. Once the quest is completed, the deity revokes the penalty. While the penalty remains, it applies to all attempts to lay on hands, even if the “normal” disapproval range has been reduced back to a natural 1. |
7+ | The complete rules for disapproval are in the DCC RPG core book. See that for more info! |