Do Dragons And Dungeons Still Employ Actual Spells?

The Dungeons and Dragons (D&D) 2024 Player’s Handbook has been released, offering 384 pages of new and improved player options, equipment, spells, and more. The 2024 edition introduces new spells and “new kinds of spells” in the popular Forgotten Realms setting, which some parents and organizations have considered a gateway to using. The spell’s effects remain as written and do not consume a spell slot, but players must have access to the spell or have access to the spell.

The game’s magic is neutral and can be used by both good and bad characters. D&D Beyond, the digital platform, will keep most of 5e but delete all old spells and magic items, replacing them with 2024 content. Combat consists of rounds, with each person involved taking a turn during which they can move and perform an action.

D&D heroes can still cast spells and non-attacks spells, as long as they have access to the spell or have access to the spell. The 2024 edition of the Player’s Handbook also includes new and improved character options, equipment, spells, and more.

In summary, the 2024 edition of D&D offers new spells and new types of spells, while the 2024 edition maintains its original elements and features. Players can explore various fantasy realms and learn about the best spells for their character type and function.


📹 D&D Spellcasting Explained | Part 1

This is spellcasting explained for D&D 5e! Here in part 1, we’ll go over go over spell levels, casting at higher levels, spell slots, …


Is Vecna a wizard?

Vecna is a powerful wizard in the Dungeons and Dragons franchise, known as one of the greatest villains. Originally appearing in the Greyhawk campaign setting, Vecna became a lich and was eventually destroyed. His left hand and left eye were the only parts of his body to survive. Even after achieving godhood, Vecna is still missing both his left eye and left hand. His holy symbol is an eye in the palm of a left hand. Vecna’s story is portrayed in the 3rd Edition sourcebook Deities and Demigods. Despite his powerful nature, Vecna is a symbol of the evil and the power of the Dark Arts.

Can you be a witch in D&D?

Dungeons and Dragons has not yet introduced an official witch class for fifth edition, with the closest being the druid, based on Celtic shaman, and the pact of the tome warlock. Players have been combining features from different classes to create witches in D and D for years. However, there is a need to explore the fun lore and abilities associated with being a dedicated witch at lower levels. Dungeon Master can now let players become witches in their stories, allowing players to explore the specifics of the witch class and its features.

Does Dungeons and Dragons have spells?
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Does Dungeons and Dragons have spells?

In Dungeons and Dragons, there are eight classic schools of magic: abjuration, alteration, conjuration, divination, enchantment, illusion, invocation, and necromancy. Spell schools were introduced in the 2nd edition Player’s Handbook and expanded in The Complete Wizard’s Handbook. Jeff Howard highlights that schools of magic are not academic institutions but rather a taxonomy of reality, classifying aspects of existence over which various spells operate.

In the 4th edition, spell schools were initially absent but were reintroduced with the Dungeons and Dragons Essentials supplement. The spell schools introduced are Enchantment, Evocation, Illusion, Necromancy, and Nethermancy. Other classical schools are present in utility spells or spell descriptors.

In the Dark Sun campaign setting, arcane magic draws power from the life force of plants or living creatures, with the potential to cause significant harm to the environment. Arcane spellcasters can cast spells in a preserver or destroyer manner, with the latter being despised and practiced in secret. Due to scarcity of natural resources on the fictional planet Athas, few wizards have access to books, instead recording their spells with string patterns and complex knots.

Psionics are extremely common, with nearly every living thing having at least a modicum of psionic ability. Unlike arcane magic, psionic abilities are accepted and revered in every strata of Athasian society.

Why do Dungeons and Dragons have a bad reputation?
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Why do Dungeons and Dragons have a bad reputation?

Dungeons and Dragons (D&D) has faced numerous controversies throughout its history, including accusations of promoting Satanism, witchcraft, suicide, pornography, and murder. During the 1980s, religious groups accused the game of encouraging sorcery and the veneration of demons. The game has also been criticized for its portrayal of Caucasians, Asians, and Africans in racist ways, including in its “monsters” like orcs and drow elves. The moral panic about role-playing games peaked in the 1980s, but by 2016, the New York Times reported that moral panic had subsided.

D&D has also been accused of portraying racial stereotypes in its “monsters”, such as orcs and drow elves. Efforts have been made to address these issues in the release of certain D&D 5th edition supplemental rulebooks. The game’s alleged impact on its players and business issues at its original publisher, TSR, have also been a source of controversy.

Does D&D have mages?

The mage, a standard character class in the second edition of Player’s Handbook, was renamed “mage” and could cast any wizardly spell, including those only available to illusionists in the first edition. The mage became an all-purpose wizard, focusing on a specific “school” of magic, with specialists such as abjurers, conjurers, diviners, enchanters, invokers, necromancers, and transmuters. Specialists were unable to cast spells from one or more opposition schools as a trade-off for various bonuses with magic from their chosen school. All wizards could cast spells from up to 9th level, assuming they had the required intelligence. Examples of mages from legend and myth include Merlin, Circe, and Medea.

Does Dungeons and Dragons have official lore?
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Does Dungeons and Dragons have official lore?

Dungeons and Dragons (DnD) is a popular fantasy game that offers a framework for Dungeon Master to create their own campaign setting. However, there is actual canon DnD lore, which can be ignored by newcomers. The game also provides resources for campaigns set in various worlds, such as Dragonlance, Eberron, Ravenloft, and Magic: the Gathering and Critical Role. Third-party campaign books also include The Legend of Five Rings’ Rokugan and the bleak setting of Dark Souls video games. Each world has its own history and lore, including iconic NPCs, locations, and factions.

Forgotten Realms has undergone timeline shifts, with the default year of the setting and setting-wide events like the Time of Troubles and the Spellplague providing rationalization for rule changes. Eberron remains unchanged, and Dragonlance is different from DnD’s Forgotten Realms campaign world. Dragonlance restricts certain player-character races and Dark Sun does not allow for all classes due to the absence of gods. A group might want to run a 5e DnD Forgotten Realms campaign set during the 4e Spellplague or change Dragonlance’s canon to allow more character creation options for their game.

Does Dungeons and Dragons still exist?
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Does Dungeons and Dragons still exist?

Dungeons and Dragons (D&D) is a fantasy tabletop role-playing game (TTRPG) created by Gary Gygax and Dave Arneson. First published in 1974 by Tactical Studies Rules, Inc., D&D has been published by Wizards of the Coast since 1997. The game is derived from miniature wargames and is considered the beginning of modern role-playing games and the role-playing game industry.

D&D differs from traditional wargaming by allowing players to create their own characters instead of military formations. These characters embark on adventures within a fantasy setting, with a Dungeon Master (DM) serving as the referee and storyteller. Players form a party and interact with the setting’s inhabitants and each other. They solve problems, engage in battles, explore, and gather treasure and knowledge.

Players earn experience points (XP) to level up and become increasingly powerful over a series of gaming sessions. They choose a class when creating their character, which gives them special perks and abilities every few levels.

The early success of D&D led to a proliferation of similar game systems, but it remains the market leader in the role-playing game industry. In 1977, the game was split into two branches: basic Dungeons and Dragons and Advanced Dungeons and Dragons (AD&D).

D&D has evolved several times, with the most recent edition being released in the second half of 2014. The game’s rules are available under the Open Game License (OGL) for use by other publishers.

Is Dungeons and Dragons ok for Christians?

Christian products, such as “Dungeons and Dragons”, can be positive alternatives to occultic and secular games. However, they should be evaluated for their message and values. Avoid games that focus on violence, sexuality, greed, or self-indulgence. Philippians 4:8 encourages us to meditate on virtues and praiseworthy aspects of entertainment. If you need more information, contact the Counseling department or check out the book “Spellbound: The Paranormal Seduction of Today’s Kids”, which discusses “D and D” and other games in-depth. This resource can be found at local Christian bookstores, libraries, or online retailers.

Is Dungeons and Dragons nerdy?
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Is Dungeons and Dragons nerdy?

Dungeons and Dragons (DnD) is a popular fantasy board game that encourages teamwork and creativity. Often considered a game for “nerds”, DnD is an entertaining and engaging experience for everyone. Players work together to choose different paths to navigate the stories and challenges set by the Dungeon Master, who serves as the lead storyteller, referee, and game organizer. The game offers endless options, making it energetic and fun. Players feel like they are inside the game, exploring various areas and treasures.

The Dungeon Master, who serves as the lead storyteller, referee, and game organizer, guides players through the story and challenges. As players learn and grow, they can truly immerse themselves in the game and experience the excitement of DnD.

Is D&D losing money?

Hasbro, the owner of Magic: The Gathering and Dungeons and Dragons, lost over $1bn in Q4 2023 due to expenses related to selling its eOne film and TV business. The company’s Q4 earnings were higher than expected, and a poor Christmas of toy and game sales also impacted its results. Wizards of the Coast and digital gaming saw a revenue increase of 7, but a 49 decline in the entertainment segment and 25 decline in the consumer products business.

Is Dungeons and Dragons all imagination?
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Is Dungeons and Dragons all imagination?

D&D is a distinctive electronic game that enables players to construct their own virtual environments and characters, with the Dungeon Master establishing the context for the characters to navigate.


📹 Why I Stopped Using Spell Slots in my 5e Campaign

Finally upgraded my old iphone 8 video quality to my new camera. AND I figured out why my sound quality has been random as …


Do Dragons And Dungeons Still Employ Actual Spells?
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  • I can definitely appreciate this thought process. Personally, I’m not sure if I’d enjoy using it. A lot of 5e spells are already pretty feast-or-famine (i.e. save or suck spells), and adding another necessary dice roll exacerbates that. It already sucks when you botch an Inflict Wounds attack roll, or the enemy rolls really well to save against Polymorph or Disintegrate. And getting a critical Fireball or Hold Person would probably end a lot of fights instantly. Which is super cool for the caster and would admittedly be hype as hell, but feels like it would widen the gap between casters and martials even more. That being said, I can appreciate the idea that even if I botch my Raise Dead, it doesn’t waste my opportunity to cast Bigby’s Hand instead, since they no longer share a resource. It would also encourage the use of utility spells like Silent Image and such, since you don’t need to “save” the spell slots for combat.

  • I think a soft version of this could be a way to extend past expended slots. So your spell slots now represent your ability to cast spells safely but you can extend this by doing the check. Id probably increase the DC in this case (maybe 13 + twice the spells level) and similarly double the amount of health needed to make up the difference

  • I haven’t gotten into 5e yet, but for my 3.5 casters I prefer using the alternate spell points rule in which removes spell slots from sorcerers and other spontaneous spellcasters, and wizards, clerics, etc. Had to prepare a spell only once (using up a single spell slot) to cast it as many times as you want using your spell points.

  • I love the idea of blood magic. I’d like to see some kind of ‘using your hit dice’ to regain lost spells as well. So you could make further sacrifice to pull a clutch spell off. Also, the ‘not knowing if you’ve can cast that spell 4 times today’ really adds a bit of tension to spamming certain spells. Breaking concentration of concentration spells might also have the effect of losing the spell for the day (though maybe this is too hardcore).

  • My friend has been building his own custom RPG system for a while now, and at one point when it was still pretty similar to D&D (it’s diverged a lot since then) this was the solution we came up with to differentiate wizards and sorcerers. Wizards used spell slots, just like in D&D, but sorcerers used a system just like this one – they could cast any spell they wanted as much as they wanted, provided they made the check to cast it. There were a few main differences: 1) Even if you failed the check to cast the spell, the spell still went off. Losing your action entirely when you fail a spellcasting check sucks, especially when it’s expected that it’ll happen multiple times every day. You still suffer an arcane mishap if you fail the spell, though (usually self-damage, but sometimes it would randomly hit a different target, etc). 2) When you failed a spellcasting check, you lost the ability to cast spells of that level until you rested, not that particular spell. So failing to cast Fireball would lock you out of casting third-level spells entirely. You could still upcast them, though – so you would be able to cast Fireball at 4th level still if you wanted to (but then the check was harder, and you risked losing fourth level slots instead). 3) Because this was sorcerer-specific, instead of being part of all magic, sorcerers got several class features to mitigate the downsides. As they leveled, they got the ability to ritual-cast any spell, which guaranteed success (allowing them to still use utility spells out of combat without crippling their combat potential), as well as resistance to damage from arcane mishaps and improved chances to cast low-level spells without losing them.

  • This is really cool. I love the “blood magic” idea, and have had thoughts of similar mechanics myself. I figured you were going to have some kind of MP system, but this is so much cooler of an idea than that, especially for D&D specifically since it allows use of the mechanics of Proficiency and the d20 rolls in that system. You saying “You might roll hot and cast infinite spells… for a time” made me think, what if in this system somebody does roll really well very consistently? Would it cause some sort of buildup of arcane energy within them? Maybe being very lucky and just constantly casting could have some kind of drawback, too.

  • I had a DM who didn’t follow the ‘spell casting limit’ per say. Whenever we were in an area, he would have a spell pool he would keep track up for the area, and all casters inside the area would drain the pool until it was at zero. Sometimes it was a slug fest, sometimes it was very sparse. He’d have ways to bring that pool up during the battle, but he also had it set up so that whenever a spell was cast and the pool was drained, the caster would lose health equal to the spell level that could only be recovered by resting (temporary max HP damage). His comment was that you were using your own energy to create the spell. He had some ways to prevent max HP damage (consuming the soul of your fallen enemy was a particularly spicy one). Mix in a wild magic style system, and it really made casting something like playing with the Warp.

  • There is a BESM d20 system sourcebook for the anime Slayers that was heavily magic focused. Each spell had a spellcasting DC based on the ‘level’ of the spell. If you succeeded the DC, you cast the spell with no issues. However, if you failed the DC, you still cast the spell, but lost HP based on how badly you failed the check. You had options to decrease the DC of the spell by taking longer to cast it by reciting the full incantation as well as yelling out the spell name, potentially alerting you target to your intentions. There were also mechanics to amplify a spell effect by having multiple casters cast the same spell at the same time, as well as offer to share their HP with the caster in case they failed and a few other nifty tricks. Personally, I like the idea of implementing an MP system to D&D and I discovered there already is one in the DM guide.

  • This is similar to how Cypher System handles abilities and magic. You can eventually get to where you can use them as much as you want, but all abilities have a cost, and you have 3 pools to spend from; Might, Speed, & Intellect. Each ability pulls from a different pool and you can get better at spending from a particular pool as you go, but these pools are also your HP. If your speed hits 0, you can’t physically move from where you are, might would remove the bonus to damage on attacks and you can’t apply ‘effort’ to rolls (using from a pool to reduce the DC of a check) and intellect running out can mean you pass out, go into shock or become panicked. If all three pools hit 0, you’re dead, no questions asked. And your enemies may not always go for only a single pool, I love catching my friend’s big strong hunter off-guard with some ‘psychic’ damage straight at his INT pool when he gets cocky, and when they haven’t built up that pool much they really feel it. I really like seeing them gamble on one last powerful spell that could leave them at death’s door only to have it save the day. It feels a lot more dynamic and risky that way.

  • There are two major mechanical issues I can see with this: 1. Buffing the check. The most commonly available option is enhance ability. Advantage on the check drops the mishap chance to 1/400 and the failure chance below 10% for most of your spells. And also there is the circle of stars druid who cannot fail to cast a spell when their dragon constellation is active (min 10+mod rolled on Int and Wis checks). This is not even an endgame thing, it is a 2nd level feature. Suggestion: Magic has no effect on casting checks. 2. Spells that use saves. Is the save replaced by this roll? If yes, then Int, Wis and Cha save proficiencies are basically useless. If no, then these spells are extra unreliable. If single target, it might not even be worth learning them. Suggestion: Keep saves, but add +2 to spell save DC-s. There is also non-mechanical issue: bad rolls. If a primary caster rolls badly at the start of the day, they can just go and sit in a corner for the rest of the day. Not managing a resource well is your fault, thus living with its cosequences is ok. But rolling bady is not a choice. Going with the standard adventuring day, you will have about 4-6 encounters, and a wizard could run out of spells, without actually casting any successfully or getting seriously injured, on the first one. I don’t think many would consider this to be fun. Suggestion: Using blood magic makes you actually succeed on the check. (Maybe only for an additional sacrifice: 2x the cost, or lose a HD.) All in all I get what you are going for, but this is such a core feature of the game, that I have to ask: why not just play, say, Savage Worlds, which already has a roll-to-cast option?

  • I genuinely love the idea but it feels unfair for a table. If you arent a magic user, you arent at risk using your abilities, unless you have a particularly cruel DM when it comes to NAT 1s. It seems unfair to have magic users be in the crosshairs of unpredicatable outcomes constantly, while non magic users dont have to. It feels like ultimately magic users are being punished for doing what they are supposed to. Is it fun and narratively interesting? Sure but after a time you’ll probably get frustrated players.

  • I applied this spellcasting system to my game and happier for it. The spell limit system was archaic. I’ve doubled down on it a little further in saying that rolling multiple 20s on a singular spell can be called stronger spell recall. In which case of you achieve a feat as grand as rolling three 20s in a row then that spells DC may alter or the window of critically chance may change. To help develop the characters skill set on a personal level. If taken further the spell may well eventually become a Cantrip for them. This can be extremely overpowered I know but most players don’t take the campaign that far and those that do deserve the reward imo. ❤ Thank you for the inspiration!

  • After moving away from 5e, I started developing my own system, and one of my biggest problems with 5e was Spell Slots, which was one of the first things I removed and reworked. What I did was give players a list of Known Spells, much like 5e, but instead of giving them leveled slots that restrict the number of times they can cast a number of spells at each level, I gave them Mana Points to spend. Every Spell Level (from 1 through 10) describes how many Mana Points must be spent to cast them, and spells can be Upcast based on each individual spell’s description, as some spells cost more to Upcast than others, and each spell has a limit to how many times it can be upcast as well. The number of Mana Points a player has is USUALLY equal to their Charisma Modifier (for non-Class Spellcasting purposes), but taking the Spellcasting Perk from a Caster Class changes your Magicka Pool to equal your Primary Spellcasting Ability Score (Wizards get Mana Points equal to their Intelligence Score, for example). No spells cost 0 Mana Points, so spellcasting is not infinite, and after reaching level 5 in any Spellcasting Class, Casters also gain the ability to expend a Hit Die to recover spent Mana Points.

  • I always hated the way magic works RAR in D&D. {Witness, the door}: DM: Your way is blocked by a locked door. Barbarian: I smash it! DM: Okay, roll a strength check. Rogue: I pick the lock DM: Okay, roll a lockpicking check, Dexterity at disadvantage if you don’t have any skill points Wizard: I cast ‘Knock’ DM: Okay, the door opens. {End scene} There’s a discontinuity of rulesets here.

  • I started using spell points for my big homebrew world, and it fixed so much about the setting. It let me easily incorporate potions that recover magic, have magic items grow with users more organically, and create a system of risk where pulling more magic than you are normally capable and losing control of it causes an arcane explosion focused on the caster

  • I like all of this stuff, couple other references and suggestions you may find value in. Consider mining the FFG WH40k rpg stuff for their Psyker mishap tables, they’re awesome. RE: modifying the check, removing proficiency etc… Consider taking a look at Castles & Crusades for how that would work out math wise, their prime attribute vs non prime is mechanically like, a +6 I believe, which is kinda the difference you’re talking about with removing the Prof bonus and lowering the difficulty, there’s probably a lot of math that’s been done on that. Another thing I always suggest regarding people using a straight d20 roll for “randomization”. Stop. Something I noticed when I was building encounter tables for a sandbox game is the old AD&D encounters are based on a D12+D8 roll, which actually gives you a curve as opposed to a flat d20 roll, so a 2 and a 20 are actually more rare and thus can be weighted as such in regards to their results.

  • I’ve used a similar variant for Spell Scrolls. I allow anyone to cast from any scroll, but they must use a Skill Check. 10 + Spell Level. The skill used depends on the nature of the scroll. Wizard Spells Arcane Cleric Religion, Bard Performance, Sorcerer Persuasion, Warlock Deception. If the check fails, the scroll is consumed and the spell doesn’t work. I also allow Arcane to replace Detect Magic and Identify. Makes the skill a bit more useful and stops the 10 minute Ritual cast. I’ve wondered about a system like this after playing Shadowrun. Where casters have to “make a save” (Drain) based on the spells force. I also like that in Shadowrun, if you know a spell, you know a spell. You can always cast a weaker spell, e.g. smaller or weaker Fire Ball and make the drain easier. Up casting makes the spell drain harder to resist, but gives a bigger bang. If you cast beyond your ability, you might just end up blowing yourself up. The better spell caster you are, the easier you can resist drain. But it is always there. Material components and magical items (Spell focui) make casting easier.

  • It’s an extremely entertaining idea to change the spell casting system in this way. Especially the part about blood magic as well as arcane mishap table and options on nat 20. I see a couple of curious things with which the roll to cast system will work strangely. It turns out that the arcane trickster after level 11 is considered the most reliable caster since they will not be able to roll casting check below 14. Also, bards and warlocks, when receiving spells of the 8th circle and having learned glibness, will be able to spam high-level spells every turn. (because they will not be able to roll less than 15 + a spell characteristic modifier, which by that time is most likely at least 4).

  • I just started using spell points in my 5e game, but with the charts from Strar Wars 5e (SW5e). Base 5e uses a bunch of funky math whereas SW5e is very simple; each class has spell points equal to # x their level + their casting modifier. Wizards have 4 times their level, so a 2nd level Wizard with a +3 bonus has 4 x 2 + 3 spell points. From there, casting a spell beyond a cantrip costs the spell level + 1, so 1st level is 2 points, 2nd level is 3 points, and so on. The last tweak I added is that you can reduce your current and total hit points by any number of points to regain the same number of spell points (up to your maximum), but can only regain those hit points on a long rest. And, in the opposite direction, you can expend any number of spell points to gain an equal number of temporary hit points.

  • OK sharing a story. Druid. Had a hard day. Went back to the inn, said: “Right, I am taking a kitten break.” Went to our room,’ Summon woodland creatures, kittens’ and laid down to have kittens playing all over him. Room service raw fish. Room service, bowl of milk. Kittens knocked over the bowl of milk. He looked down at the spilled milk and said; “Well there’s no use crying over that.” Whole table erupted in laughter. Oh we had a roll d20 system. Just like a physical attack 1 was a fumble, 20 was double damage. 1 was a backfire. Weird shit could happen. Like literally change the entire world as you are plane travelled. Very low chance. Unless the DM was bored or decided to have a little fun.

  • I had a low magic system where humanoids were just not powerful enough to cast traditional spells (although many supernatural creatures were), and every spell was essentially a ritual. I stole the Diabolist and Summoner spells from the original Paladium RPG. So essentially, to cast a spell, you had to take time to draw wards or an elaborate circle. There were also certain mixtures of herbs and plants you could burn to create fumes as well, or things like medicine bags/hex bags that could be created and carried around after “charging them” when you create them. Then I stole the PPE system from Rifts, where each “spell” had a “mana cost”. There were spell components that you could sacrifice that had certain “mana values” to power your spell (like dragon bones or pixie dust). Alternatively, there were also ley lines that crisscrossed the planet of varying power (some were more powerful than others) If you were near one, it would give off some energy that you could use to power “spells”. These lines waxed and waned in power, and at certain times they would be more powerful than at other times (like at midnight there would be a x2 multiplier, or a x10 multiplier at certain yearly events like vernal equinox). Where lines crossed they would be particularly powerful and be able to fuel even the most powerful spells (like resurrection and wish-type spells). The downside is that these large places of power also caused creatures to sometimes spill in from the spirit world when they were at their most powerful which sometimes had to be dealt with.

  • This reminds me of a homebrew system I use with one of my players. She’s an alchemist artificer in a low-magic setting, flavored that her spells are cast through alchemically altered bullets, so rather than using spell slots, she can cast whatever she is able to create at the time–including one use of one spell up to one level above what she can normally cast. Unfamiliar to the stress of combat, she rolls on a d20 table to determine whether she grabs the correct bullet. This includes healing spells, which has (once) caused her to shoot a dying comrade point blank with a normal bullet. Hilarious and chaotic.

  • this is such an interesting idea! it reminds me of my favorite part of the monster of the geek system that when you roll to cast magic, you can fail and the GM takes a hard move- it forces you to think about whether or not the risk is worth the potential reward- exactly what i find so intriguing about this d20 test element to casting!

  • This is a solid idea, especially as a PF2e player where the 4 degrees on skill checks comes in and the system gives you a bit more numerical wiggle room to work with. This also gives you a neat way to add flexibility to spellcasting- the age-old “that spell doesn’t actually let you do that, but…” conversation.

  • By that logic a ninth level spell has a base 10% chance to succeed? Heck a fifth has a 70% chance to fail? Even with the highest bonus they would be 35% and 55% chances to succeed respectively. Why would anyone risk the higher level magics? I suppose since most players never reach such levels the point is moot but still those levels seem to be outside all but the most optimized builds reach. Unless the campaign is set in a low magic setting. I can see such limitations if the world is not so dependent on magic since it will effectively limit the possibility of success at casting magic.

  • Interesting ideas. I personally have gotten to play quite a bit of Dungeon World lately and I have to say that I find their system quite refresing. It can be a bit tricky to adjust as a whole, as it varies a good bit to D&D type games but the way combat and checks in general are handled is interesting. First of – DCs are done away completely, everything depends on your dice throw. Second – A D20 is not used in this particular system. You roll everything with 2D6s. If you roll a 1-6 on a check, you fail, if you roll a 7-9 you succeed on what you planned, but something unexpected happens in addition to that. And a 10 and above is a complete success without drawback. The “you succeed, but…” part is where it shines for me. Our DM usually gives us a few options of bad sideeffects that we can choose from. Mostly something like “you take damage yourself”, “you hurt somebody else along with it”, “you increase the overall stakes of the encounter”, “you sustain a status effect until your next rest”, and so on. Whichever are appliccable in the given situation. We also use an optional rule for advantage and disadvantage wherein you use a 3rd D6 and take the two highest or lowest respectively. As a third change – AC works differently. It no longer raises the DC but the AC gets directly subtracted from the damage taken (granted DW is a lot scarcer with hit points – 20 already being very good). I feel like this could also be adapted to D&D, but haven’t tried it yet. The D6 thing is somewhat a matter of taste I think.

  • Had a dm try something similar. He was the only one in the group who would dm so we had to go along with it but all the players unanimously decided none of us eould do characters that had the ability to cast any spells at all since we were against it. After a few sessions our table just decided to permanently remove magic as a player option entirely. Magic is solely the province of a select few magic beasts almost all evil or villains. Been a lot of fun the past few years

  • I like this, but I think I might only use it for Sorcerers. That might seem weird, but frankly the lore on sorcerers suggests that they shouldn’t even know spells, they just do magic. I’ve never felt like the sorcerer was acting like what I was supposed to be. They can be powerful, don’t get me wrong, but they also kind of feel like discount wizards with a neat trick. What I’d actually like to do is create a system where Sorcerers use their sorcery points to apply metamagics to a “working” and make a roll to see if that succeeds. (metamagics, and how many one could apply to one working, would be gated by levels, and include things like: Range increments, damage types, amount of damage (both amount of dice and degree of dice) condition effects, etc. So in theory you could sacrifice range, but make your touch range fireball do necrotic and do some amount of d10’s instead of d6’s, with a risk of some kind of magical surge. One would gain different unique metamagics based on one’s bloodline, allowing them to create unique workings others could not) I also think all sorcerers should have wildmagic surge tables based on their archetype. However I don’t have the time to create and test this complicated system. But the one you’ve provided feels unique enough that it might do a good job in it’s place. Thanks!

  • I’ve had this concept as well, but it was back in 3.5, so the DC was 15+spell level. In 5th edition, I use spell points instead of slots.rather than lose the spell each time it’s cast, you can cast as long as you have spell points. The version they have in the DMG is fine, but what I do is have people have points equal to their con modifier plus spellcasting ability score modifier at first level, plus their spellcasting ability score modifier every level. Instead of using the DMG costs for spells, I simply have the cost be the spell’s level. You could easily use the spell roll as mentioned in the article along with spell points, it gives players power to play with, but also makes it so that the caster has to decide if casting a big spell is worth it, since casting big spells costs more points than minor spells.

  • I once played at a table where every time a player cast a spell they had to roll to avoid exhaustion. They added their spell modifier to the roll and the DC was X plus the spell level plus Y where X was some constant number that I forgot because it has been so long (probably 8) and Y was the number of times they had succeeded such a roll since the last “reset”, with a reset defined as every long rest and every time a roll to avoid exhaustion failed. Given that exhaustion can get pretty scary pretty quick players were REALLY careful not to over spam on spells.

  • Semi-related idea I had: You roll to generate spell slots when you cast. So when you go to cast lets say Fireball you roll to see what level of spell slot you cast it with. If the result is lower than the spell level if fizzles out and the casting fails. If it’s higher than you can actually cast then it goes to the highest you can cast. Some spells have a cap that is lower, 5th level max or so.

  • As someone who usually plays a caster class, this has me super intrigued. I like the modification to the natural spellcasting, as while it brings in more random chance, I agree that spellcasting shouldn’t feel as mundane and carefree as it does in RAW. I have sent this to my group’s DMs, and am hopeful to try it out in a one shot sometime very soon. And if they aren’t up to it, well, this might just be interesting enough for me to go full Thanos and say “Fine, I’ll do it myself” and finally jump into the DM seat for a one shot.

  • I am definitely intrigued and interested by this version of magic casting. There has always been something missing from Vancian casting systems, and your system seems to have a better flavor than RAW. I have a home-brew campaign I’ve been working on and I think I’m going to integrate this into the campaign.

  • Hey Mr House, I’ve been using your roll to cast system since you uploaded this article (I even have the rules printed out in my dnd file). It’s a great system, though obviously I’ve added my own tweaks to it. One idea I’ve had is maybe the ability to use someone else’s HP for blood magic. Maybe the barbarian offers the squishy wizard some of their HP to get that fireball off. And for martial caster’s like bladesingers and paladins, maybe the ability to use a grappled enemy as a mana source, a la blood sacrifice. Also I’ve homebrewed magic items that the players can destroy to get a free casting, like crushing a dried hag’s finger, or very rare items like burning an angel’s feather to get an automatic crit on the cast. Not to mention the narrative implications of blood magic! The evil wizard who kidnaps people and uses them as mana sources to keep the magical barrier on their tower. It also meshes the narrative of blood sacrifices with the mechanics. Overall, I have really enjoyed this system, kudos to you

  • This is excellent. Definitely adding this to the “homebrew I want to use in that campaign I want to run… someday” pile. In regards to caster power, I appreciate cantrips not scaling, removing one way in which they compete with martials, though not at low levels, which is fine. I have a few questions, though, and a couple of tweaks I’d suggest. My questions: 1) What damage type did you envision for the potential damage dealt after rolling a 1? I suppose you could just have it be undefined damage, but I think it would be cool and add an interesting angle if it did the same type of damage as the spell would normally do, if the spell has a damage type. This would give characters resistant to that damage type more incentive to pick those spells, and we always need more reasons for players to vary their spell choices. (I’m again saddened that no character is by nature vulnerable to damage types, as this would have added another angle, both in character concept and in making hard choices during gameplay.) This does leave the question of what damage types to use if the spell has multiple, or none. 2) When you wrote “double the area” as one of the choices after rolling a 20, did you mean “double the number used to determine the area”? Since doubling the radius of a circle ups the area by considerably more than double, but having to calculate the exact shape of an area after it is doubled would be a pain in the arse. 3) How would you handle ritual spells, since with there being no spell slot to lose the advantage of casting a spell as a ritual becomes naught?

  • You could add in something like mana potions to the system by having them allow you to regain a lost spell, but each potion is tied to a specific spell level. Example: you find a 3rd Level Mana Potion. So if later on you lose a 3rd level spell that you absolutely need during a combat encounter, you can use one of your turns to pop the mana potions to regain that spell and try again. But it’s a very limited resource. It means that you have another valuable loot choice system (“we only have one 5th Level Mana Potion left! Should we use it or risk doing a long rest here?”) and it allows you to allow for slightly harder casting checks (“The spell is hard to pull off, but if we fail at least we do have one retry available”)

  • So there is no “right or wrong way of playing D&D”… but why don’t you just play completely different system that actually reflects the way you want it to work? Dungeon World is very light system without a spell slots and with consequences of failed spellcasting roll. It’s even more streamlined than 5e and is much easier to “balance out” these types of “hacks”. Heck, it’s even more moldable than D&D will ever be.

  • I actually like some basic form of Vancian magic given how it involves making a lot of difficult decisions, like what spells we should memorize in advance, and whether to use a spell we’ve memorized knowing we won’t be able to use it again until we find a safe place to camp. I always related it somewhat to having very limited ammunition and kit we can carry into battle. Yet I think your general proposal of a very risky and unreliable magic system is one of the most interesting alternatives I’ve heard, since it makes it constantly very thought-provoking to even risk casting a spell in the first place. I’m more a article game designer and player than a TTRPG designer and player, but I love role-playing systems that present us with a barrage of difficult and thought-provoking decisions. So a strong element of risk behind a decision would definitely make it a lot more thought-provoking in my eyes, having to factor in the possibility of failure and constantly building contingency plans in case things fail.

  • I really like the idea of removing spell slots, as they’ve always felt unfitting for most fantasy worlds. However, I think keeping track of each spell and if you have it available or not is going to lead to a lot of book keeping, which is something I’d like to stay away from. Therefore, I’ve come up with an idea; what if you had a mana die instead? It would start at a d4, and whenever you reached a level in a spellcasting class that raised your proficiency bonus, it would increase by one; so at 5th level it would be a d6, and 9th level a d8, and so on, up to a maximum of d12. When you cast a spell, you would roll your mana die, and if you roll higher than your mana die, the spell fails unless you invoke blood magic, and in addition your mana die would drop one size. So for example, a 9th level caster would have a d8; if they wanted to cast a 3rd level spell, they would roll it, and on a 4 or higher they would cast it without spending resources. On a 1-3 they would need to use their blood magic or be unable to cast it, and regardless of their choice, their mana die would drop to a d6. They could still try to cast 3rd or even 4th level spells, but the chance of failure and dropping to a d4 would be much higher, causing a risk vs reward effect. I’d love to hear thoughts about the idea.

  • I use spell points from the DMG but i changed it from 1 SP per spell level of the spell casted. So 9th level is 9 SP but you also need materials (mana stones) for higher level spells and to re-charge your SP when resting. My world is filled with the energy of dead gods so the more spells you cast the more chances you have to set it off. Just a constant flow of unseen chaos magic, the only symptom is reality breaking down in the form of random portals and the chance of yours or your enemy’s spells going wild.

  • This is how it also works in Dungeon World! For wizards, when they cast an arcane spell, they always need to make a roll, and there’s no spell slots involved. There’s 3 tiers of success: 1) success, 2) success at a cost, 3) failure. Even in failure, it doesn’t mean that the spell isn’t cast necessarily, but there’s consequences. The Wizard might have to forget the spell for the day, take a minus, or the spell might go awry and cause problems itself. For success at a cost, there’s the chance that the spell is forgoten, or not forgoten but a there’s a -1 to future spellcasting rolls, etc.

  • I primarily use spheres of power or the slayers d20 magic systems. Spheres of power has a 5e version which you can try for free on their wiki 5e wiki. All magic effects for the most part are cantrip like that can be upgraded with spell pints for more devastating effects. Slayers uses one’s health as their mana bar where DCs are used to determine how stressful magic is on the body. Slayers is really good for high magic but low solvability with magic. But it is stuck in 3.5e. Meanwhile Spheres can be used for Pathfinder 1e (adapted to 3.5e DnD) and has a dedicated 5e version. (It also has martial system too for extremely cool builds and cinematic fights while still being balanced.)

  • Thanks for the vid! I’m about to run a wands and wizards home brew (Harry Potter style) and it didn’t make sense that they can only fire off a spell once till they rest in that world. I was planning on using a scaling value for the spells based on how long they have known the spell and this helps a lot.

  • Sounds a bit like a homebrew spellcasting system I was experimenting with around 20 years ago with 2nd and 3rd edition games. I had points in play that I called focus that could be used to either improve effects or rolls. You didn’t HAVE to spend your points to cast but, it made a caster more potent with possible failures in the mix and introduced an element of willpower to casting. If all your points were spent your caster became fatigued, because you’d spent all your focus, losing willpower required to cast because no points meant your mind was spent. That was both a nice mechanical and roleplay element to have on top of possible dice crits in either direction.

  • I’m in the process of making my own TTRPG, and actually use a similar system to this. I like having classes of spell, with lower level spells being on larger die for more chances at success, while Higher Tier Magic requires certain attained perks and/or rolling well on small die, with some of the most powerful being on as small as a d6 or d4, with one spell being strong enough it basically needs a critical success on a d4 to properly succeed, with a critical failure potentially killing the caster if they don’t have enough health. I feel like this method allows for some balance by having powerful spells still be risky for higher level characters but much less risky than for low level characters.

  • After seeing a whole series of these articles popping up in my recommendations and having browsed a few, it makes me wonder why you use the D&D system at all. Sounds like you’ve removed most of the relevant “game” rules and have turned it into something very different, more about “role” playing by removing much of the “roll” playing. Scratching my head and generally disagreeing with the choices (for my own campaigns) but there are some nuggets that are interesting. Ultimately though, with all these changes, you’re basically playing a very different system–which begs the question, why are you playing “D&D” at all? There are other RPG systems that are probably much closer to what you are evolving towards, though I understand D&D has a ton of available resource material. Odd choices but if they work for you and your gaming group then hey, why not? At the end of the day it’s all about enjoying the experience and not being rules lawyers, so if these help that situation for your campaign then kudos to you for adapting things to improve the experience for your gamers. Though I still think what you really want is a different RPG system.

  • The “roll to cast” feels very similar to what I remember from the older editions, though I’m not sure where the rules started and ended. But iirc: -The character’s spellcasting ability score had to equal 10 + the spell’s level -Concentrating (in the event of damage) on and saving against a spell was weighed on a DC of 10 (or 8) + the spell’s level + the caster’s asb + any relevant bonuses – any relevant penalties -arcane casters in armor suffered Arcane Casting Failure which was a % chance to fail the cast regardless of the other rolls.

  • This would be really good, in a world built around magic working like this. This wouldn’t make sense in faerun. I’m reminded of a book I read once about “dragon magic” where dragons were the source of “orderly” “good” magic, but they started dying out so all the wizards had to search for other eviler but more reliable sources of magic.

  • Halfling’s lucky feature kinda breaks this system when you consider at a certain point with your proficiency bonus plus ability modifier (6 + 5 for a +11 if going by 5e), you cannot fail at casting 1st-3rd level spells unless you roll a nat 1. And, when your plus to succeed that DC is that high, you only need to roll an 8+ to cast a 9th level spell, so you wouldn’t have to get that lucky to be casting multiple 9th level spells per combat, which is crazy since in 5e you only get 1 of them until you long rest.

  • I’m experimenting with casting rules like this in my own homebrew system but I think it’s too much to have a casting roll and THEN still having to roll to hit or rolling for saves, doubling the amount of dice rolls for almost every spell. So what I’m working on is a system where there the spell difficulty to cast is modified by whatever attribute the target would use to save against the spell so that both rolls are combined into one.

  • Blood magic helps with that a lot and I generally like the Blood magic (and/or Magenergy) systems. That said, Dračí doupě (literally Dragon’s Lair, the Czech TTRPG from 90’s heavily influenced by DnD) used both “Roll to cast” and Magenergy system at once and once people learned that, the Roll to cast was generally the first to get booted. That said, the chance to cast a spell successfully was pretty horrendous and combined with another limiting factor of magenergy made casters – especially lower-level casters – more often than not nothing but dead weight with 0 successfully cast spells that day.

  • I have always wanted to run a mana pool system. You are given a set amount of mana to use each day with each spell slot level given a certain amount of mana points to use. Between each long rest you can cast the same amount of spells at each level as 5e. If the caster wishes to cast more lower leveled spells they can but it comes at the cost of nit having enough mana points to cast higher leveled spells or vice versa. Sorcerers could use sorcery points to regain a set amount of mana points to use where wizards have a higher pool to use. I haven’t worked out the kinks yet. Would love some input or online resources with similar ideas.

  • I think what would be nice for dnd is a multi-part solution. This is just a brief description, so I’m sure there are holes in it. But a few changes as follows could really change the average adventuring day and how DMs approach what they throw at their players day to day. To start, I think cantrips use and viability should be extended to include more spell like functions. This would allow casters to not feel forced to force a party rest when they are tapped because of longer dungeon crawls or a particular busy day. I think u have to hard limit cantrips then to core magic users most likely. I’m not 100% sure how this would work or what it would look like, but if some of your prepared spells had simplified effects and could be cast as easier “inherent” cantrips it would allow casters to feel somewhat useful even when tapped out. Then I think for the more pure martial classes, they need access to their “battle master” type tactics across the board. These should just be made instead for the martial classes, giving them much needed versatility out of the gate and leaving their feat choices more open then to choose more flavor options to build the type of fighter or barbarian they envision instead of choosing what you feel is most meta for the class. The martial classes pretty much do the best most consistent damage across the board, and just gives them room to feel like they can build towards something more then just raw damage output. Its a pretty big overhaul to the whole system and I’m sure there would be lots of bugs to work out, but I’d love to take the time to try and work out the details and try out a system with these ideas implemented.

  • This reminds me of the wild magic system I wrote up, based on Tzeentch’s Curse from Warhammer Fantasy Roleplay. Basically, there’s no limit to the number of spells you can cast, but you have to roll a spellcasting check each time, rolling up to four spellcasting dice and adding them together. If you beat the DC, which scales with the spell’s level, the spell casts successfully, otherwise it fizzles. So obviously you want to roll more dice, right? Well, if you roll doubles, triples, or quadruples, you trigger a wild magic surge (note that this is independent of whether the spell casts successfully or not). Doubles is a minor surge, a temporary inconvenience that usually clears up after a long rest. Triples is a major surge, which is usually directly harmful or permanent. And quadruples… well, there’s a good chance you might need to roll a new character. Risk versus reward, power at a price. Do you want to roll more dice to insure your spell goes off successfully? Or do you want to roll fewer dice to stave off a dangerous wild magic surge? Not all surge effects are bad, either; about 1/5 of them are beneficial. I have three d100 tables, one for each kind of surge. As your caster level increases, not only can you cast higher level spells, but your spellcasting dice also get bigger, scaling from d6s to d12s. Bigger dice are less likely to roll doubles, so you not only are you more likely to beat the DC, but you’re also less likely to trigger a surge. I’ve playtested these wild magic rules a bit, and it was quite fun.

  • TL:DR – I don’t like this idea. I think it has some problems… but keep working at it, there is something interesting here. If I were mid-campaign and the DM decided to make this kind of risky spellcasting a rule, I’m not sure I’d stay in the campaign unless this risky casting were optional. I would not join a game that already had this rule. When I play D&D, or Pathfinder, I view casting (Wizard spellcasting especially) as being kind of like magical engineering. That is, you do a thousand calculations and adjustments with the intent of making A Spell That Just Works. Spell backfires or failures would be kind of like a car battery that explodes, or a fan that spins so fast it rips itself apart: it’s a sign that you didn’t do your work properly. (This same thinking can be applied to Bardic casting, but more focused on musical or artistic composition.) This thinking immediately suggests that custom spells could be developed which have some unexpected results. Just as you can overclock a CPU to go faster, but risk it becoming unstable and Blue Screening, you can overclock your Fireball, but risk it dropping at your feet. Or you could go full Mad Scientist and push your magic to its limits, making a very powerful but extremely unstable spell. For a certain kind of player that’s very appealing, so you are indeed hitting on Something Of Interest. When it comes to Divine casting, since your magic is coming directly or semi-directly from your deity, whom presumably would prefer if you could continue to serve them, and whom presumably knows SOMETHING about what the hell they’re doing, this kind of risky spellcasting becomes harder to justify, unless you have a Chaotic deity I guess.

  • so i have been making my own dnd 6th edition and in it the idea is that magic is plagued so magic damages casters. health come in two forms, physical and mental and if you cast a spell you take mental damage equal to a roll determined by the spell level, the higher level, the worse the damage can be. even cantrips deal damage but its only a 1d4-1 damage so it can be 0. this causes classes to diverge from typical casting types and become unique as sorcerers focus on twisting spells with metamagic, warlocks love the damage they take from spells because the less health they have the more damage they do to others, bards focus on using concentration spells and rangers lose all spell capabilities and basically become government agents. specific items used for casting can take the damage for you but they can break, and its specifically states that you take the damage AFTER you cast a spell so you can still use the spell but drop unconscious afterwards. i haven’t tested this out yet but i think its interesting.

  • my personal favorite magic system in a ttrpg right now is the on in Genesys. It’s generic so it’s made for hacking up however you want to fit your setting, and it has inherent risks for each spell due to the narrative dice mechanics. You build a spell based on the effects you want, each one altering the difficulty of the roll; think, a simplified version of Mage the Ascension. This difficulty can be altered in your favor via a focus specialized for the type of spell you’re casting or talents that make signature spells easier to cast. Even if the spell succeeds, there is potential for negative repercussions, some as gentle as taking minor damage or a penalty on casting until the end of their next turn, or as catastrophic as the destruction of a magic item or losing the ability to cast any magic until the end of the encounter. Magic is fairly potent, so even when you take one of the minor penalties it’s worth the risk. The risks and rewards increase in tandem with more powerful magic. There’s no spell slots, the amount of magic you cast relies solely on how much strain your character can take, and if you overreach you’re incapacitated.

  • I find your system intrigueing, because it potentially adresses some issues I had with roll to cast. I typically did not like roll to cast, because it often seems to be employed without proper balance to be fun. I encountered it once at a table, where I had to roll an arcana check for each spell cast, including Cantrips. and the DCs were always chosen bonkers. Not all casters are proficient in Arcana and many DMs cannot seem to go below DC10 for anything. All offensive spells already have rolls involved (Magic Missile excluded). FAQ 4 and 5 address this well and should’ve been included in the ruleset above imo: Do not roll twice for a spell attack. Enemy saving throws should be made. But I would like to try out enemies using up reaction as a choice for taking it. Imageine being blasted by a fireball … that might warant a reaction. I do however like the different availability of spells. A caster really has the ability to destroy themselves by accident due to icarian hubris and high level spells are available before the end of the campaign. It treats players as adults. Instead of “No, you can’t cast this spell yet!” it is more in the direction of “you can, but …”. Great decision making incoming. You have given me much to ponder. Here are some more thoughts: Mechanics to circumvent or dampen the consequences of failure are really intrigueing. Currently the options are : – loose the spell until lext long rest – use blood magic, for this one casting the spell goes through, but the spell is still lost I currently consider another/alternative option to circumvent losing a spell: – take a mishap on purpose, but not loose the spell, so casters can potentially try again next turn.

  • I like the Metagaming Wizard (pre-GURPS) spell casting. Spells utilized strength – the idea is that you can only cast based on your strength before you are too tired to case. As to success, you rolled under your IQ score for success (it was a 3d6 game). It provides a chance of failure, and a more flexible magic system, while limiting how powerful casters can be.

  • I like the idea of blood magic, but if one isn’t ready to get rid of spell slots yet, maybe a stepping stone could be that if you know a spell (I think thematically you could expand this to “if your non-caster character has seen someone cast a given spell”), but you don’t have the spell slot to cast it, you can pay a number of d6s in hit points to cast the spell instead (with napkin math, I think that 3rd level + should cost 2d6 per level and 7th level + should cost 3d6 per level). Half casters could be limited to 5th level spells (8d6) with this and third/no casters could be limited to 3rd level (4d6). So for desperate casters who are out of spell slots, they can make that gamble with their already lower hp than martials (maybe a desperate wish deals 19d6 damage and outright kills them but they save their friends or reverse time to give the party a do over), or for martials who are inherently limited with the number of spells they have access to or have seen cast in front of them, in a desperate moment when they can’t reach the big bad or the key item in time but they remember the wizard teleporting or the sorcerer fireballing, they can do it themselves at the cost of their life force. I’m gonna play test this.

  • hi ! i really love this idea; i use D&D Beyond for my games & i am trying to figure out a way to implement this in a way that would be easier for my players to use – if you have any experience, do you know of ways to do that? also, been loving your articles recently, & i’m definitely gonna implement your long rest rules in my game 🙂 excited to see what else you have in store for this website ! <3

  • I like this, a lot! It feels balanced yet so simple. My only concern is the amount of damage from the mishap table seems a bit high for starting groups 2D6 damage and possible spell damage to everyone within range (i.e. probably most the group) could easily lead to a TPK. For my campaign, I might tone it down a little, but still a great concept. something I might allow is a savings throw to mitigate some of the damage.

  • I know its sort of off topic but what I thought you meant about getting rid of spell slots was going to be something similar I did for my game: I’ve seen the Spell points variant rule in the DMG and I don’t like it. Using a secondary table to count an arbitrary list of points is silly. Instead I just added the created a “Mana pool” made out of a classes sum total of spell slots. lvl 1 = 1, lvl 2 =2 & so on. So it would look like a 5th level caster has something like 30 Mana points & then you just subtract the points by the spell level. It makes it sooo much easier & it provides your players with the flexibilty of casting more spells at a low scale or conversely, less spells at an explosive scale. Surely someone has tried this before right?

  • I use the spell points rule from DMG p288 It’s just a lot better. You don’t need to keep track of how many slots you have of Lv1, Lv2, Lv3 and so on. You just memorize how much they cost in points (wich is very easy. It starts at 2 and goes up by 1 each Lv, except 3, 6 and 9 where they go up by 2) and keep track of 1 big pool of that resource. It saves so much time and effort

  • I reworked the entire D&D spell casting classes all the way back with 2.0 and even stopped buying their shit rulebooks after 3.0, went back to 2.5 and have not looked back. A DM must be free from the confines of someone else’s rules once he has…mastered…how to run a campaign. Anyway. None of this “Must re-learn” spells after casting and being limited to how many times you can cast it garbage. The magic user already has enough limitations on them by TIME to cast that also requires full concentration, hand movement/reagents and the like that prevents them from just quickly casting fireball after fireball and wiping out a battlefield themselves.

  • I mean, my take on blood magic is just, “that’s how Warlock works” and I’m writing an errata for that class. It doesn’t change EVERYTHING about Warlock, but the fundamental change I made to their casting is that they don’t have spell slots, they just take 1d8 Necrotic damage per spell level of whatever spell they cast. Meaning that early level Warlocks really lean on their Cantrips (level 0 means 0d8) but they get to do more spells than other casters if they’re say, being healed a lot. And otherwise, it adds to the feel that Warlocks are supposed to be using, “dangerous” magic, and there’s a concrete REASON to look at what they do as less safe than say, learning your magic like a normal person. Really, patrons don’t tend to ask for much. And since the way it works in 5e according to the devs is, “you paid for your magic and now you have it, it can never be revoked” and anything you do that breaks your pact will provoke your patron to act against you somehow, but you don’t just flat out LOSE your magic like if you break faith with your god if you’re a cleric, working with patrons isn’t usually that hard. Also why you can kill your patron and still have your magic. You got your power, now it’s part of you and you can work it like a muscle to strengthen it. So, to mitigate the fact that you have to spend your literal health on the spells you cast, you cast with your Charisma like usual, but you add your Constitution modifier to the DCs of your spells and to your spell attacks. What do Warlocks trade their souls for?

  • If you want magic to be deadly here’s what you do: Use hit die as spell slots + your casting ability Modifier + proficiency bonus. Where each hit die has the capability of only a single level 1 spell slot and adding one more increases your spells level. However, you can cast beyond that and the character loses hit points equal to the roll of hit die used for the spell. Therefore you can push beyond the limits but at a terrible price.

  • This suffers from the same problems the rolling 1 on attack rolls suffers from where people house rule in self damage or weapon breaks. Do you really think a 5th level fighter, a person who can, supposedly, go 1v1 with some very dangerous monsters really fumbles their weapon 5% of the time? Really? This person who has absolutely gained mastery over their equipment by now bungles it one in every 20 times? Absolute nonsense. I would argue this carries for casters. There is absolutely no reason a 10th level wizard should be prone to a 1/20 chance to bungle a 1st level spell. The solution is fairly obvious in that if your relevant class level is 3-4x (this would require testing) that of the spell level you should need to fumble TWICE on a d20 to lose the spell for the day.

  • Interersting, I was working on a system of blood magic so I clicked when this appeared on my page. My Idea of a blood magic system was a bit different: You shoot a dice to know the dmg you’ll take and there is no spell slots. and the higher the spell level, the bigger dice you throw. Lvl1: D4 Lvl2: D6 Lvl3: D8 Lvl4: D10 etc etc etc. But I was going to offer it as a deal they can make with a character, that will get in return this health. And that they can refuse if they don’t appreciate it

  • I’ve played casters maybe 5 times. 100% of the time I NEVER felt powerful. Then if I used a metamagic feat on a spell, it felt even worse because I was upgrading a weaker spell. Now that I think of it. Of all my casters, more than half died in the first combat encounter. One wizard got 1shot by a lucky crit. Another wizard technically survived the encounter, but had no spell book or magic items and no remaining spells, while in the middle of an enemy fortress. What I will say about the magic system, I understand your point about it being consistent. I find the consistency nice when non-magic users get unlimited attack with inconsistent weapons. BUT what I would like to see in a magic system, espcially where the wizard in theory uses magic through knowledge, is an innate ability to manipulate it. I might not need the fireball to travel 100 yards. Let me sacrifice some of its range, to amplify its damage…..WITHOUT needing a higher spell slot. Or other manipulations like this.

  • Sounds like something worth trying in a one-shot, but I don’t think it would remain fun for very long. The balance of the casting DC would need to walk on a razor’s edge between making casters even more powerful than they already are or making them so inconsistent that casters aren’t any fun. This could be a really fun homebrew for Wild Magic Sorcerer though, since that subclass already attracts people who want to create mayhem and chaos.

  • Narratively interesting indeed! The fact that your spell can backfire and then be inaccessible until Long Rest makes me think about magic differently and I like it. What comes to mind for me: The Weave (which I never thought about too much) is like a fabric or network of invisible magical threads of different elements and types. The various spell casting components (verbal, somatic, material) help the spell caster to weave the threads into specific shapes (maybe like cat’s cradle). Creating the incorrect pattern or knot can cause unintended results. When you fail the d20 spell check, the effect is drastic enough that the threads of magic violently pop back to their original shape, burning whatever components were used. (For the somatic components, maybe your hands feel numb—particularly the parts of them used to grab the magical threads needed in that spell.) Regardless, the components are burned/damaged,/unaligned, so they’re unable to connect with the Weave’s magical threads, making it impossible to reuse the spell until a Long Rest. But why does a Long Rest fix it? Because, while spell caster sleeps (or meditates), their souls are in contact with the weave, as though swimming in it. When they wake, they emerge from it, like a swimmer coming up through seaweed—their bodies draped in threads of magic, once again ready to manipulate the Weave. 🙂

  • I like how magic works in Call of Cthulhu. Magic is hard to learn and doing so takes weeks. And when you do cast it, you’re probably going to o be making at least two rolls to see if it works, and then you’re going to have to sacrifice some of your health and even some points of your attributes in most cases because you only have a limited about of Magic Points. But when that spell goes off and it’s successful, it’s amazing. In D&D, you can summon a demon that sticks around for like a minute and deals like ~20 damage per round. In Call of Cthulhu, guy summon a Dimensional Shambler and tell it to get rid of a guy and it takes him to a place so alien that the concept of “coming back” simply doesn’t exist.

  • From what I’ve read in the comments, I think a few tweaks for this system should be made Blood magic costs twice or even thrice as much in max HP, but gives you a success – thus allowing classes that really need the spell and can spare hitpoints to cast it reliably Rituals don’t need to roll Warlocks should be changed a bit to suite the aesthetic. I think giving them +1 or even +2 to DC of roll for every cast of the spell, but having everything reset on a short rest is a cool option. A rule that GURPS Ritual Path Magic uses: Magic can’t help magic. So no enhance INT for a wizard (I also suggest you read that book, it has the coolest magic system I ever found) Half-magic classes, like rangers have +2 to DC of spells, as to reflect them as half-casters

  • “I want magic to be dangerous, behave inconsistently, and have significant impact when it’s used.” So it’s cool that you found a hack to make this work for you in 5e, but…why not just use another rpg system? Because I guarantee there are several that hit at least two of these categories, and probably more than one that hits all three

  • Hay hay i have a great idea. Why not use the 2nd edition revised rules for casting psionics. They had to beat a power score could crit and do way more than intended or if they failed bad enough in some cases would blow up. Also see wand of wonderious things from 2e. as well as wild magic surges. they were crazy Just a place to maybe help fine tune your idea.

  • I’ve actually been considering something similar to this to try and balance casters out a bit. The casting ability of wizards is so far beyond every other caster in terms of spells known, sheer size of their spell list, and casts per day with spell slots that it can make everything else feel underwhelming at times. Particularly with warlocks, the spell slot system hurts the most. At best, with two short rests, you get 12 casts of 5th level slots, of which can be lower level spells that may not have any upcasting feature, and 1 each of 6th through 9th level spells, which you don’t even get options in. You only ever know one 6th through 9th level spell at a time. Warlocks are so cool thematically but they can really feel like the Monk of casters at times because of the spell slot system.

  • Spells are living things that exist in two states, passively sitting in the spell book and active when cast. Like a tiger waiting for a deer. The mage has all of the spells at their level in their book to use. After casting the mage has to wait for the spell to come back home of its own accord. A die roll for hours, or even days if the DM is feeling mean.

  • While I’d never want to go back to crunch 3E Shadowrun, the magic rules (and delicious fluff) had this vibe of Magic is strange and scary and dangerous. Casting spells meant rolling to reduce the damage, the psychological and physical trauma from being a conduit for magic. Casting at your normal levels meant rolling against stun damage. Headaches, tiredness, dizzyness, nausea, and eventually unconsciousness. Trying to draw more power (casting a spell above your Magic stat) meant rolling physical. Hemmhorage from the ears, nose and mouth, burns, ruptured organs, and maybe even death. It made magic feel intense and fit the cyberpunk setting, that you were very dangerous but very fragile and power came at the edge of a precipice into a death spiral. Of course that got slightly neutered by the community figuring out a rules hack using pain/damage reducing Bioware to make upcasting to take physical damage safer and more powerful but that’s another thing.

  • This reminds me of Dark Heresy. Basically, a Psyker could roll 1d10 per PsyRating they have, add their Willpower Bonus, ranging from 1 to 10, to the roll, and if the roll beats the “spells” power rating, it goes off. However, if any dice roll ended on a 9 (sacred number of a demon god of magic), they essentially suffered a wild magic surge that could range from harmless visual effects, to the psyker tearing a hole in space and time and being devoured by a demon..

  • So this is a bit as the wild magic of the sorcerer 🙂 And actually this is very similar to how I made my first sorcerer – I had a d20 check and had things happen – if it was below 8 the spell fails, if its above 12 it succeeds, in-between is some fun but harmless effect. Some fails turned into me taking damage… because I wanted to live dangerously 😀 And all spells were self made, some based on 5e, some on EverQuest and all looked awesome 😀

  • excellent article and take ive just got back into dnd in about the last year love your take back when i was dm in the late 80s/early 90s had a bit of math in spell use to cast spells correctly it was base of 10 + spell level – the casters level i dont normaly subscribe however seems like you have similar ideas that i have had in the past so love to hear more ideas from you so i will subscribe keep up the awesome ideas

  • I enjoy the initial concept of this home ruling but I feel there are perhaps a few other RAW points that may have been looked over. 1 – With the spell level being equal to caster level this means that core casters cap out at lvl 9 and give world ending magic to characters that are not even half way through their potential. In addition half casters would also drastically acquire spell power very early. 2 – You covered warlocks in your FAQ but may have glossed over the many conflicts this class would have in this system. Consider that warlocks have a forced spell level, so each spell no matter what has an overtly high casting check (in comparison to their counter parts). Admittedly this may cause a balance by the spell slot limitation being removed but an unlucky warlock essentially becomes powerless by losing spell access to an already rather low spell pool while a lucky warlock becomes game breakingly over powered. (On a counter ruling of simply not have a forced level and casting at initial level, it takes away a large part of the intrigue of playing a warlock mechabically). Furthermore how would you handle evocation spells which give non spell slot use spells? Do these remain RAW? 3 – The clarifications/modifications to Arcane Recovery and Font of Magic seem uneeded and rather strict. Why not just retain their initial costs and allow recovery of lost spells of appropriate levels in place of spell slots? 4 – On the more facetious and not picking side, you covered spell attacks and saving throws against spell casting successes.

  • In your doc you mention the fact you let PC choose from a list of features, something like 5TD. Does that just mean that you make them choose the Class feature they want on their Class Feature level up, and a Subclass one on Subclass level ups? Did you find any game-breaking interactions this way that are worth mentioning? I didn’t know of 5TD, and I have to admit I really like their way of handling features, so I was curious to try it out with D&D classes like you do.

  • Zweihander uses an interesting spell-casting system. Basically ALL spells 🪄 therein require some material component that must be individually acquired; no “spell casting focus” of “spell component pouch 👝” on one’s person will account for that. Either you have a certain item in your pocket or you don’t. Also, spells 🪄 require a skill test (specifically using a skill called Invocation) in order to cast it. Now, in Zweihander, all rolls are made with the percentile dice (1D100, roll < or = to your stat/modified stat). Certain values rolled achieves different results. Rolling either 01, a "double" (11, 22, 33, etc) that’s also < your stat, or rolling your stat value (i.e., if you’ve got Willpower of 35 and Invocation+20, and assuming no other modifications, you need to roll a 55 or less) scores a Critical Success and boosts your spell. Just rolling under your skill+stat is a regular success and achieves the normal outcome. Getting higher than your stat is of course a failure and nothing happens. However, rolling either 00 or a double that’s also > your stat results in a Critical Failure and causes some kind of backlash effect, either your own spell targets yourself or you may suffer some other deleterious effect (bleeding, temporary disabling of an ability for the rest of the day, etc).

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