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

0

1

2

3

4 5 6 7 8 9

Spells by School

Abjuration

Conjuration

Divination

Enchantment

Evocation

Illusion

Necromancy

Transmutation


Spells by Class

Artificer Barbarian

Bard

Cleric

Druid

Fighter Monk
Paladin Ranger Rogue Sorcerer

Warlock

Wizard

*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

On a roll of 1 or 2, Magical Burnout increases, reducing the die by one level. If Burnout occurs, roll d100 for Burnout Consequences, following table below. 

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

FocusAdvantage on spell casting for (Spell Level) rounds

88 - 91

MendGain (Spell Level) HP

92 - 94

HealGain (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.

  1. Short Rest: increase Burnout Die level by 1, must sacrifice 1 Hit Die
  2. Long Rest (minimum 8 hours): =  increase Burnout Die level by 1
  3. Extended Rest (minimum 4 days): = return to d12 Burnout Die
  4. 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