NatheQuest 2026: Normal Spell System
I've long been dissatisfied with Magic-users in old school D&D. There are many reasons for this, but the two main ones are that: A) the spells are D&D spells, which I've never loved and B) low level MUs are quite weak. There are other problems, too. I think regaining all spell slots for each night of rest is simply too much, especially compared to the slow pace of HP recovery (often 1HP per day); assigning spells to NPCs or monsters is also chore.
To amend this I tried to use Wonders & Wickedness. This worked pretty well, though the spells within it are unsatisfying for being goofy like the D&D spells and having numerous catches, requirements, etc. When a spell must already be prepared, it's somewhat annoying to also have to fulfill other conditions. I did like Maleficence mechanic, and also like the "1 spell per level system." Though I tried to rework the spells I didn't go far enough. I also dislike how the spells are divided into "schools" which makes me imagine a bunch of assholes running around saying shit like "Hey I'm a Vivamancer" and that pisses me off.
Thus I made the famous blogpost, the Perfect Spell system, which comrade Mr.Mann made even more perfect for his famous upcoming hexcrawl Violet Flower. Though the method of casting is a little dumb in the posted draft, and some of the spells (like Killing Spell) are a little weak the actual content is quite good. However it was designed for a classless game where spell using characters can do plenty of other stuff between unleashing their spells. While it was a good start, and some of the spells within have been incorporated here, I wasn't ultimately satisfied.
In one sense or another I've been banging my head against spellcasting for 3 or more years. Yeowch! I've come to a point where, for the purposes of D&D dungeon and campaign play, I am very satisfied with the way I do the Fighter and Thief classes. As much as classless systems are good for putting the reigns in the hands of players, classes work as a useful shorthand for character roles and personalities, and help to scaffold a given character's role in the world. For arcade style gaming in particular classes are very useful. While I've considered scrapping MUs many times, and have ideas for how to do so whilst keeping the magic in the world, I think it is a cool type of guy I'd like to have around whose fragility and access to a limited, but powerful, resource is productive for motivating interesting play in dungeon, wilderness exploration, and mass battles alike. An MU should be a little Odin. The further issue with classless magic systems is one of accessâit takes work to scatter means of acquiring spells across a region; the benefit of an MU class is that its growth can be in part internal and not reliant entirely on outside resources. In the system below, consider finding new spells the same as a Fighter finding a magic weapon, whilst the general level by level improvement in magical ability is equivalent to a Fighter's growing HP and attack bonus.
Below I present to you the Normal Magic System. Enjoy.
Magic-user Spells
Magic-users can prepare a maximum number of spells equal to their level; each night of study allows them to prepare a single spell. To learn a new spell they must find a scroll or a mentor; it takes a week of full time studying to master a spell, and mentors require their students to perform great favours or pay high tuition.
A prepared spell can be consumed to blast a foe with a lance of magic that strikes with the force of a mangonel. This deals 2d6+Level, a Save reduces damage by half; alternatively, it may be used to work a subtle barrier that guards one ally per sorcerer level from incoming spells or breath attacks.
Spells are either instantaneous or last for 10 minutes per caster level unless otherwise mentioned. They may effect any valid targets the caster can clearly see, hence wizard towers and the various spells that expand sight.
Some spells require sigils. These can be drawn in 10 minutes, and allow the spell to last indefinitely. Sigils can be carved, drawn with chalk, ink, blood, etc. If erased or destroyed, the spell will falter. Once a sigil is drawn, that spell cannot be recovered unless the sorcerer ends the spell which may be done psychically at any time.
d66 Spells: 11: Astral Projection 12: Beast Charm 13: Bind 14: Break Bonds 15: Conduit 16: Control Water 21: Death Spell 22: Disguise 23: Dominate 24: Dragonflame 25: Dwarf Spell 26: Earthen Maw 31: Easy Way 32: Fae Walk 33: Fog 34: Freelancer's Fortune 35: Freeze 36: Geas 41: Golemancy 42: Illusion 43: Invisibility 44: Invoke Flame 45: Lyncean Sight 46: Mount 51: Necromancy 52: Return 53: Secure Vessel 54: Shapeshift 55: Sleep 56: Smite 61: Sympathetic Surveilling 62: Teleport 63: Triton's Grasp 64: True Breath 65: Weapon Warding 66: Wind Working
Astral ProjectionâThe sorcerer separates their soul from their body and may float through solid matter. Spells may be cast while projected, but the physical world may not otherwise be tampered with. While projecting it is possible to raid the surface thoughts of others. If the casterâs body is destroyed their soul is cursed to wander until exorcised.
Beast CharmâA number of HD worth of animals equal to twice the sorcerer's level come under the sway of the caster, and will obey their orders; each HD is worth 1d6 small animals like rats or sparrows.
BindâSinews are tied in knots that lock the body in agonizing stillness. A number of foes equal to caster level are affected. A Save negates. With supreme effort one afflicted may expend 1d6 HP and make a Save, on a success they may strain against themselves and act for 1 round.
Break BondsâRopes, bindings, chains, and prison bars come to naught; the sorcerer may liberate a number of creatures equal to caster level.
ConduitâA sorcerer may draw a sigil to use as conduit for spells. As long as the sigil remains, the sorcerer may meditate and perceive the surroundings of the sigil.
Control WaterâWater spirits are called to aid the caster and work gross changes over a body of water; water may be raised, lowered, split, or directed. Sea gods are wrathfulâwhen cast in seas or oceans make a Reaction that starts on a 1d4. The sea gods crave sacrifice, the following modifies the reaction roll:
- Increase the die size once for each 1d6HP worth of the caster's blood given to the sea, or for each slave or prisoner branded with an image of a seashell.
- Coins or icons depicting sea gods add 1 for each 500c worth of treasure sacrificed.
- Add 1d4 for a warhorse or bull, and 1 for each additional warhorse or bull thrown to the abyss.
On a Hostile result a Sea Serpent is sent to smite the sorcerer. On a Negative or Disinterested result a storm arrives in 1d6 hours. On a Positive or better result the gods grant the caster power over their domain. On a Friendly result the god's offer their wrath to the sorcerer's enemies; great waves, vortexes, and lightning strikes assail enemy ships; monsters of the sea depart for the unquiet deep.
A given change takes 10 minutes to take effect. The spell lasts for 1 hour per caster level.
Death SpellâWith black magic most vile a number of creatures that are equal or lower in HD to the caster's level instantly die. A Save negates, though visions of the underworld forever haunt the victim in nightmares.
DisguiseâThe sorcerer's wreathes their body in a seeming that appears as any creature or object; exact replicas are impossible, there are always slight differences noticed on a 2-in-6. The spell ends if an attack is made, or if the illusion is touched.
DominateâBlackened words twist a mind to utter sycophancy. A Save resists. While subject to domination, the victim follows all verbal commands. It is possible to resist domination by herculean effort; this incurs 1d6 damage and allows the possessed to act of their own accord for 1 round if they pass a Save, though they strain against the tendrils that reach through their mind.
DragonflameâLiving fire springs from the hand, hungry to broil flesh; it works its course among a group of foes, writhing where the battle rages most fiercly. Deals 3d6+Level damage against a group of foes, a Save reduces damage by half.
Dwarf SpellâMetal burns red and turns malleable in the palms. With one turn of exposure, metal can be worked as easily as clay. If applied in battle, metal weapons may be broken in one round; armour has its AC reduced by 1d6âat AC9 it is broken. Enchanted arms cannot be effected.
Earthen MawâThe sorcerer commands earth or stone to open. A pit or tunnel that extends 10' per caster level opens for the duration, then closes at spell's end.
Easy WayâDense underbrush parts before the caster and a number of nominated friends equal to sorcerer level. Travel even through densest jungle is as easy as a hamlet stroll.
Fae WalkâThe caster's feet become light as a Fairy's; they may walk on the surface of snow or across water; each step is so airy that even autumn leaves remain unbroken when leapt upon.
FogâA dense fog billows out from the caster's robes and expands to cover an area up to a bowshot in breadth. The caster is master of the mist, and may shape it as they see fit.
Freelancer's FortuneâThe ancient charm of the soldier-mage redirects arrows and other missile weapons that fly toward the caster just enough that they never hit their mark; slung boulders and siege missiles soar paston a 2-in-6. The spell moves with the sorcerer, and may shelter a number of allies equal to the sorcerer's level.
FreezeâNegative energies project from the tips of fingers and freeze 5 cubic feet of water per caster level. Any creature contained within is frozen solid. Spilled water can be made slick; those who attempt to run or fight on slippery surfaces fall on a 2-in-6 for each action taken, creatures with superior balance fall on 1-in-6. Creatures made of liquids are made vulnerable to normal weapons and take 2d6+Level damage from this spell.
GeasâA contract stamped by the sorcerer's sigil; signatories who break the agreed upon terms see their mouths turn to crumbled stone that rebukes food and drink until they die in hoarse misery. The spell stays in effect until the contract is fulfilled.
GolemancyâCraft an effigy then stir it to life by way of a sigil; it is awed by the sound of music and the laughter of children. Created effigies may have a total HD equal to the level of the caster. Their AC is determined by the material usedâwood provides AC as Leather, stone as Chain, and iron as Plate.
IllusionâAn image formed of silver threads comes to life with an appearance of the sorcerer's choice. It acts according to their will, and will follow any further instructions given. When touched, the being dies.
InvisibilityâThe first spell, used by man to steal from gods; if the sorcerer attacks or casts a spell, the charm ends.
Invoke FlameâThe sorcerer commands fire for the duration. It grows, shrinks, leaps, and parts at the caster's will.
Lyncean SightâA spell that throws the sorcerer's vision a number of hexes distant equal to the caster's level. Lynceus climbed the tallest tree and saw himself round the other end of the world.
MountâA mount comes to serve the caster; if the caster has marked a mount with a sigil, it may come from a number of hexes away equal to the caster's level. Mounts summoned serve the caster permanently, though only one may be called at a time.
NecromancyâDraw a sigil on a corpse to give it life. it is brought back with 1d6HP. If killed again, or if the body is separated from its soul, it may not be revived again.
ReturnâFirst, draw a sigil of return. Then, the caster may instantly leap to the marked location. A number of allies equal to the sorcerer's level may come along if all participants clasp hands. This breaks the sigil. If the sigil had been wiped, all travellers are consigned to Voidland.
Secure VesselâA sigil drawn on a ship protects it from harm. When the vessel would sink, it only begins to do so on a 1-in-6; when it is subject to flames they shrink on a result of 1-3; the ship adds 4 to any Saves.
Refer to Wolves Upon the Coast's naval rules.
ShapeshiftâThe caster becomes an animal with HD equal or lower than their level for the duration. Animal form Hit Points are temporary and fade when the transformation ends.
SleepâCall upon dream dust to lull those exposed to quiet slumber. Effects 2d6+Level HD worth of creatures. Those of 4+1HD or more may Save to resist, while those of 8HD or higher are immune.
SmiteâWhile the sky is cloudy, or when rain falls the sorcerer may beckon lightning to smite foes with divine fury. Deals 5d6+Level damage to a group of foes, a Save reduces damage by half.
Sympathetic SurveillingâReduce a fetish of an individual into ash then scatter it into water; the fetish must contain objects they have touched, or even parts of their flesh such as hair or blood. They are revealed in the water's reflection, and may be watched for the duration. If a wave courses over their image they must Save or sneeze.
TeleportâThe sorcerer instantaneously appears in a location they can see. May be used in reaction to oncoming danger.
Triton's GraspâLashing waters consign the living to drown in depths below, a Save may resist. Ships with HD equal or lower than the caster's level are punctured and begin to sink.
True BreathâZephyr's breath is gifted to a number of creatures equal to the sorcererâs level who may breathe wisps of black smoke, water, or nothing at all.
Weapon WardingâChosen weapons undergo 10 millennia's decomposition in a half step. Effects 1d6+Level tools of war, or 2d6+Level if the caster has never slain a man; siege engines count as 4 weapons. Does not effect enchanted arms.
Wind WorkingâA useful spell; sailors topple over themselves to employ wind workers. Conduct the wind within about a 6 mile area, though each change takes 10 minutes to occur. This spell lasts for 1 hour per caster level.
I am currently working on the Cleric, which has a pool of points used to heal various ailments that are recharged by visiting a temple. An idea I'm considering is to change the spell list above, with an emphasis on spells that produce an effects worked by the sorcerer rather than intermediaries (E.g, Break Bonds, Disguise, Geas, rather than effects like Control Water or Wind Working). Those gross effects then become the domain of the Cleric, who may beg spirits for intercession alongside a pool of healing points; Control Water is a sort of proto-type for what this magic would look like.
If there are any missing famous spells then let me know, and let me know what you think of this Cleric idea.