Magic is a powerful force that can rewrite the laws of reality—turn ice into fire, restore life to the dead, travel great distances in a heartbeat. Magic can grant unimaginable power, but it is not without risk—channeling raw energies can be deadly to the unprepared. The advent of the Spellplague has made magic much more chaotic and unpredictable, so discretion may be needed when deciding to tap into The Weave.
Spells by Level
| 4 | 5 | 6 | 7 | 8 | 9 |
Spells by School
Spells by Class
| Artificer | Barbarian | Fighter | Monk | |||
| Paladin | Ranger | Rogue | Sorcerer | *Special |
Mechanics
Magical Burnout
All spellcasters begin with a d12 Magical Burnout die. When a character uses magic, they roll their Burnout Die dependent upon the magical conditions in their environment, following the Magic Zone Effect table below. On a roll of 1 or 2, the character’s Magical Burnout die reduces by one die level and they roll d100 with the effect from the Burnout Consequences table below. Note that while magic can be a fickle mistress, not all Burnout Consequences are negative - sometimes the fates align to provide benefits from a perceived loss! Magic abilities granted through species or class traits and magic items are all Safe Magic, and never require a roll for Magical Burnout.
Magic Zone Effect
|
Magic Zone |
Roll Burnout Die |
|
Normal |
Upon casting a Leveled spell, excluding rituals and cantrips. Max 1x per encounter. |
|
Unstable |
Upon casting a Leveled spell, excluding rituals and cantrips. |
|
Wild |
Upon casting any spell, including cantrips and rituals. |
|
Spellplague |
Upon casting any spell, including cantrips and rituals. Roll burnout with Disadvantage. |
Burnout Consequences
|
d100 |
Effect |
|
01 |
Magic Drain: Lose (Spell Level) Spell Slot |
| 02 - 05 | Essence Drain: Lose (Spell Level) Hit Dice |
|
06 - 15 |
Backfire: Lose (Spell Level x 4) HP |
|
16 - 37 |
Ricochet: Lose (Spell Level x 2) HP |
|
38 - 49 |
Flare Up: Lose (Spell Level) HP |
|
49 - 80 |
Stupefy: Disadvantage on spell casting for (Spell Level) rounds |
| 81 - 85 | Reverse: Gain 1 level of Burnout Die |
|
86 - 87 |
Focus: Advantage on spell casting for (Spell Level) rounds |
|
88 - 91 |
Mend: Gain (Spell Level) HP |
|
92 - 94 |
Heal: Gain (Spell Level x 2) HP |
|
95 - 96 |
Cure: Gain (Spell Level x 4) HP |
|
97 - 98 |
Essence Infusion: Gain (Spell Level) Hit Dice |
|
99 |
Magic Infusion: Gain (Spell Level) Spell Slot |
|
100 |
Protect: Burnout die increases to d20 |
Burnout Recovery
Rest and potions provide opportunities to increase a character’s Burnout Die, but may come at a cost.
- Short Rest: increase Burnout Die level by 1, must sacrifice 1 Hit Die
- Long Rest (minimum 8 hours): = increase Burnout Die level by 1
- Extended Rest (minimum 4 days): = return to d12 Burnout Die
- Consumables: Potion of Mageblood increases Burnout Die level by 1, Elixir of Inner Peace provides Advantage when rolling Burnout Die for 1 hour
Spellcasting Foci
Critical Failure when casting spells requiring Spell Attack causes 1 Notch of Damage. Damaged Foci lose the ability to cast spells without Material Components, and each Notch reduces Spell Attack Bonus by 1.
Spell Components
Spell components are required for casting spells that have a Material Component if the spellcaster does not have a Spellcasting Focus. Having Material Components for a spell allows casters to cast those spells even when their focus is damaged. Component Pouches and spell components can also be damaged/destroyed by magical mishaps.
Magic Items
Magic items will be more difficult to identify and attune to. Identification of a magic item can be attempted during a Short Rest, but will require one or more skill checks, depending on the rarity of the item. Attunement will require attempts during a Long Rest, and one or more skill checks. Spells and potions will provide opportunities to speed up the process and make it easier.
|
Rarity |
Identify DC |
# Checks Required to Identify (1 per Short Rest) |
Attunement DC |
# Checks Required for Attunement (1 per Long Rest) |
|
Common |
5 |
1 |
5 |
1 |
|
Uncommon |
5 |
1 |
10 |
2 |
|
Rare |
10 |
2 |
15 |
4 |
|
Very Rare |
15 |
2 |
20 |
8 |
|
Legendary |
20 |
4 |
25 |
16 |
|
Artifact |
25 |
4 |
30 |
32 |