Starting Spells & Spell Books

In DCC Mage players do not start with every spell in the rules available. Instead you are assumed to have a “Spell Book” in which you have accumulated a handful of 1st level spells. In this Mini Campaign I propose to use a hybrid system. You basically will start with a few set spells which I will detail below, plus 4 spells (+/- your INT modifier). Normally these spells are randomly chosen but in this I’ll allow player mages to pick one spell.

In all cases, each spell you receive is subject to the “Mercurial magic” effect which will further customise it to you alone. Once you have picked out what spell you’d like. I’ll add the random ones and hand you a custom “spell book” by next session.

Clerics get one added “House” Spell listed here at the bottom.

Free accessible Mage Spells

Spell name:  Cantrip
Range  Varies
Duration  Varies
Casting time  1 Action
Save  Will Vs Spell Check as Applicable
Manifestation  Varied
General  As wizards learn their craft, they practice many minor incantations that produce simple visual or auditory effects. This spell can be used to apply magical energy to many minor tasks. With the inherent risks that come from spellcasting, few wizards are so bold as to frequently invoke cantrips, but their availability is sometimes valuable. The cantrip spell can be used to enact any effect the caster pronounces at casting, within the limits of the spell, as outlined on the spell check table below.
Casting Result Casting effect
1-11  Lost. Failure.
12-13  You can create a simple visual effect at a distance of up to 20’ per caster level. For example, a flash of light, dancing lights, a ray of moonlight, or a patch of darkness.
14-17  As above, or you can create a simple auditory effect at similar range. For example, a whispered sentence, enhancing his voice to a booming shout, a fake dog bark, or basic ventriloquism.
18-19  As above, or you can create a simple kinetic effect at similar range. For example, shove a mug off a table, tear the buttons off a dress, twist a knob, or cause a deck of cards to shuffle itself.
20-23  As above, or you can generate a dangerous fluid or energy of some kind, that does up to 1d3 damage. For example, a dollop of acid or a freezing chill. (Max effect)
24-27  As above.
28-29  As above.
30-31  As above.
32+  As above.

Spell name:  Find Familiar
Range  Self
Duration  Lifetime
Casting time  1 week (Ritual spell)
Save  None
Manifestation  Varies (See Below)
General  This lengthy ritual prepares you to bond with a familiar. The familiar makes itself known during the ceremony 50% of the time; otherwise, you make its acquaintance sometime in the weeks following the ritual. The spell check is made upon completion of the ritual, and a minimum spellburn of 10 points is required to cast this spell.
You gain hit points equal to the familiar’s and other powers as well, depending on the creature summoned. Once you have summoned a familiar (whether you have met it or not), you cannot summon another until the current one dies and a full moon passes.
If your familiar dies, you immediately keel over in intense pain, lose twice the familiar’s hit points permanently, and suffer a -5 spell check penalty until the next full moon.
Your judge will provide more information.
Casting Result Casting effect
1-11  Failure. Unlike normal spells, the spell is lost for an entire month, not simply one day.
12-13  Per judges rules (Go Fish! The better result the Better familiar but the rules don’t want to give you clues yet!)
14-17  Per judge.
18-19  Per judge.
20-23  Per judge.
24-27  Per judge.
28-29  Per judge.
30-31  Per judge.
32+  Per judge.

Spell name:  Magic Focus
Range  Touched item
Duration  Varies
Casting time  1 day per point of spellburn used
Save  Not applicable
Manifestation  Any item of 1″ physical size or more becomes infused with a portion of the creators power. If the item is destroyed the wizard suffers 1d12 + the spellburn used in its creation as damage to INT and Per (10% of the damage is permanent round down) And rolls on the corruption table. The wizard can only have one permanent Spell focus at any one time in there lifetime
General
Casting Result Casting effect
1 Fail, Lost for one week- Roll on Minor Corruption table
2-11  Fail, Lost for one week
12-13  The item becomes a temporary focus for spell casting. It adds the Spell burned points to a wizards casting roll for ONE spell cast then its power fades. The item may be re energised later by a further casting of this spell (at no further risk to the caster).
14-17  The item becomes a temporary focus for spell casting. It Grants a +1 Bonus to all spell checks for as many spells as equal to 2d3 X the points of spell burn used in its creation. The item may be re enchanted later by a further casting of this spell (at no further risk to the caster).
18-19  The item becomes a Temporary spell focus. It grants a +1 to spell checks for as long as the wizard holds it. The points of spellburn become extra one use charges that can be added to a spell casting roll. Once they are all gone the item de-powers. The item may be re enchanted later by a further casting of this spell (at no further risk to the caster).
20-23  The Item becomes a Permanent Spell focus with a special ability see Judge.
24-27  The Item becomes a Permanent Spell focus with a special ability see Judge.
28-29  The Item becomes a Permanent Spell focus with a special ability see Judge.
30-31  The Item becomes a Permanent Spell focus with a special ability see Judge.
32+  The Item becomes a Permanent Spell focus with a special ability see Judge.

In addition Clerics have access to this spell

Spell name:  Sanctify Holy Symbol
Range  Touch
Duration  Until dispelled
Casting time  One day
Save  None
Manifestation  The praying Clerics is surrounded by an aura of light for 24 hours while they pray and fast to their God
General  The Cleric spends a day in prayer and fasting over his Holy Symbol asking his god to refresh its power and be attentive to those that call on them with it.
Casting Result Casting effect
1-11  Failed with automatic disapproval using 1d20
12-13  Benison, the Holy Symbol will offset 1 point of spell penalty at the Wielders discretion then it loses this ability. This symbol may be used by ANY person.
14-17  Blessing, as above except, the Holy symbol may be used to offset 1d3+1 points of spell disapproval penalties then it reverts to being a simple object again. Can only be used by a Cleric of the correct alignment. Use of this spell is lost for one full day by casting cleric
18-19  Anointing, As above except, the Holy symbol can offset 1d4+CL of spell disapproval penalty. Can only be used by a cleric of the same god. If  touched by an unbeliever with out permission it causes a Will save or suffer stun damage equal to its remaining offset points.
20-23  Sanctification, As above except it offsets disapproval to the tune of 1d5+CL and does lethal damage to infidels touching it without permission. Use of this spell is lost for three days by Casting Cleric
24-27  As above but 2d3 + CL. Use of this spell is lost for a Week by casting cleric
28-29  As above Holy Symbol becomes permanently charged with a remnant of Godly power. Will always do CL in Lethal damage to infidels that touch it without permission even if de-powered.
30-31  As above but 3d3 + CL then it becomes an item that will once a day prevent one spell penalty (by anyone) forever. Use of this spell is lost for a Month by casting cleric, congratulations you have made a minor relic! Only the first time this happens will the result yield a permanent relic however, after that treat as 28-29 below.
32+  As 20-23 result but regenerates spell offset points at the rate of one per day without further action. Use of this spell is lost forever by the casting Cleric as they have made in effect a permanently sanctified item.

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