This is my public G-Doc for any thoughts I have on DCC spells. As a working document it may well change frequently, so be warned!. If you see something you like (or hate!) post on the Goodman games forum for spells with your comment. There not in any order as such, just written up as I thought of them.
Hope some of these are fun for you and or provoke your own take on the subject!
Spell Name Image
Range 100' or more
Duration 1 round + Concentration
Casting Time 1 round
Save will Vs check
Manifestation A shimmering mirage solidifies into a shape formed by the casters will in a small area.
General The caster manipulates light into creating a three dimensional image of some sort in a given area. The image is insubstantial (mostly) and touching it forces the caster to make a DC11 Will check or the Image fails. Some Higher level results are not subject to this however.
1-11 Failed; Lost
12-13 A simple immobile image is created in a 10'x10'x10' area
14-17 Image may have some minor movement involved such as waving leaves on a tree or a spray of water.
18-19 As above but minor sound components are added so a fountain would bubble and each water drop would make a sound.
20-23 As above but kinetic elements are introduced so a roaring fire would (apparently) feel hot but no damage would be done to anyone touching it
24-27 As above but the Image is so realistic NO save is allowed until it is tested by some direct means. (Touching etc)
28-29 As above but the duration is one day after the Wizard ceases to concentrate on it.
30-31 As above but the Image lasts for as long as the wizard that cast it lives and desires it to.
32 plus As above but the duration is permanent.
Spell Name Phantasm
Range 100' or more
Duration 1 round + Concentration
Casting Time 1 round
Save will Vs check
Manifestation A shimmering mirage solidifies into a shape formed by the casters will in a small area.
General The caster manipulates light and sound into creating a three dimensional scene of some sort in a given area. The image is insubstantial (mostly) and touching it forces the caster to make a DC11 Will check or the Image fails. Some Higher level results are not subject to this however.
1-12 Failed; Lost
13-14 Image may a 10'x10'x10' area may have some minor sound to it a snake coiling and hissing menacingly for example. Image can not leave the area however.
15-18 Image is more solid and sounds are better defined. An Illusiory double could mimic speach at this level IF the caster could hear any questions asked of it
19-20 As above but Illuison feels solid to the touch and a save is NOT permitted unless the image generates some apparently damaging effect. A pit would force a save or take 1d6 falling damage from shock for example on a failed save.
21-24 As above But Illusion has some real energy in it. A wall of flames would do the casters level in heat damage if a save was failed
25-28 As above but the duration is one day after the Wizard ceases to concentrate on it.
29-30 As above but the Image lasts for as long as the wizard that cast it lives and desires it to.
31-32 As above but the duration is permanent.
33 plus As above but the Image can be programmed to come on and off when a condition the caster specifies occurs.
Notes: I love Illusion spells but they were always pretty hard to rule on in D&D I hope DCC’s sliding success scale will actually make it easier to categories exactly WHAT a given Illusion can do in a given situation!
Spell Name Magic Focus
Level 1 Ritual Arcane
Range Touched item
Casting Time 1 turn 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 in there lifetime.
General The Wizard pours a Little (Or a lot) of his own life energy into an item that will help him cast spells in the future. This spell requires at least one point each of INT & PER to be spellburned when cast.
1-11 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 enchanted later by a further casting of this spell.
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 the points of spell burn used in its creation. The item may be re enchanted later by a further casting of this spell.
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.
20-23 The Item becomes a Permanent Spell focus. It adds a Base +1 to all spell checks. Once per day it can add the full spell burn used in its creation to ONE spell casting. If used by another it has a 50% once per day of granting a +1 to one spell
24-27 The item becomes a Permanent spell focus. It adds a +3 to all spell checks of ONE spell chosen by the caster a +1 to all others. It will try to return to its maker if lost, it can once per day moveing itself (flying slowly) 10' per point of spellburn used in its creation. If used by another it only adds a +1 to all spells.
28-29 As above but the focus can also defend itself by making a 1d3 magic attack once per round (Will save negates damage) if it finds itself in unfriendly hands. If used by another it adds a +2 to all spells they cast
30-31 The Item becomes a Permanent Spell focus. It adds a +2 to all spell checks and can add the spell burned points to any amount of spells but only one point can be used on any given spell per day. It will try to return to its maker if lost. Moving as would a small familar like a rat or cat. If used by another it adds a +2 to all spells and a +3 to one particular one defined by the GM.
32 plus The item becomes a Permanent spell focus. It grants a +3 to ALL spell checks. Each day the amount of spell burn used in its creation can be added as the weilder chooses to any combination of their spells. If used by another it adds a +3 to all spells and may usually perform a minor magic upon command (GM's choice). Instead of being able to move it has a dim sentience. It can adjust the mind of another slightly making them perform acts that will return it to its master.. (precioussss)
Notes Well almost every Appendix N book I can think of has a Magical focus of some kind. There has to be a spell for it I figure. However I’m open to the idea that this sort of spell should be part of “Ritual Magic” that has been discussed here and there on the Goodman Games forums. You will notice that the Permanent Foci can now be used by another and as such will be the subject of stealing and desire by other spell casters...
Spell Name Transmogrification
Range Line of sight
Duration Permanent or until dispelled
Casting Time 4 actions
Save Check Vs Will if unwilling.
Manifestation The Wizard utters the incantation and indicates the target, Which:-
(1) Is surrounded by sickly green light
(2) warps form visibly and painfully
(3) Shrinks to nearly nothing then expands into the new form
(4) Fades from view while a new shape superimposes itself over them
General By means of this spell the Wizard changes the target from one creature to another, either to neutralise them as a threat OR to allow them some ability that the Wizard deems useful. They can only be changed into a form that the Wizard has personally witnessed. Class changes do not occur but physical changes will. IE a Dwarf turned to an Elf becomes nigh immortal but does NOT gain spells and still progresses as a Dwarf for levels. Like sleep a cancellation condition must be set by the caster upon the spells beginning.
1-16 Loss, fail
17-18 Partial change. The spell melds the target into a hybrid of the stated target creature and the original. If the target was willing they are fixed like this in great pain. Unwilling targets get a fresh save each day, succeed and they revert to their original form. Until then All attributes are -4 as are all dice checks. Other abilities or drawbacks may be in force depending on the original target form as decided by the DM
19-21 Basic change. Target creature becomes the desired type, provided it is of the same class as it was before. Mammal to mammal. Undead to undead type, Humanoid to humanoid etc Size, weight and Mass must remain about the same (10% variation is acceptable) They retain the power of speech in their natural languages
22-23 Deep change. Target creature may be changed to any other creature of the same basic type. Animal to any animal. A construct must remain construct, undead remains undead etc. But size weight and mass may shift by 90% They retain the power of speech in their natural languages
24-27 Radical Change. As above, but class boundaries of creature may be crossed. So a human could become a Golem or a Dragon at this level for example. (Provided the caster has seen one of these first hand)They retain the power of speech in their natural languages
28-31 Change to inanimate. The target of the spell can be Turned into an inanimate (but Living) object such as a tree. At the casters option they can retain the power of speech.
32-35 Change to element. The target can be transmogrified to a non living solid substance such as stone. Even if turned into this sort of thing the creatures essence is retained by the least part of the substance. So a single stone chip Could be used to restore the creature if this spell was broken or dismissed. Target no longer ages at this level while transmoged. At the casters option they can retain the power of speech.
36-39 Change to Any element. Target can become water, snow or fire etc otherwise as above.
40 plus Discorporation. The Target can also me changed into a ghost like insubstantial form. At the casters option they can retain the power of speech.
Notes. A real tough one to rule on! What do you all think as a first go? Oh as an aside note I feel that this spell cannot be used to remove Corruption effects on a permanent basis (with an 18+ result). I suggest that the caster CAN use it to remove a corruption effect but the cancellation condition automatically becomes "Dispelled upon suffering another corruption effect" SO if they do it and get unlucky again then ALL there corruptions come rushing back!
Natural born shapchangers like werewolves etc are immune to this spell or else get a save every round till it breaks.
Spell Name Energise (Reversable to Enervate)
Level 1st for Cleric 3rd for Wizard (Increase result brackets by 2 for wiz)
Range 10' level of caster
Casting Time 1 action
Save Check vs Fort for Reverse
Manifestation Warm glow suffuses target
General The caster magically renews the strength and energy of the target(s)
1-11 Fail (or Lost Fail for Mage)
12-13 Refreshed, the target is treated as having 24 hours of Bed rest. +2 hp need not sleep for another 12 hours etc. 1 point of a physical attribute damage is removed as well. Reversed causes no damage but target gets a -1 on all dice due to extreme hunger & sleep deprivation like effects. 8 hours rest and a meal will remove this
14-17 Renewed, the target regains 2+ Caster level in Hps, and need not sleep for 24 hours. If poisoned or disease they get a fresh save against it. Reversed it does 2hp damage and causes a -2 on all dice as above. Removal as above
18-19 Rejuvenated, the Target gains 2 hp per caster level, If poisoned they get a fresh save against it at +2. Non magical and recoverable diseases are immediately purged from their system Reversed does 1 hp per caster level inflicts a -3 on all dice as above. Removal as above
20-23 Greater rejuvenation, Target gains 3 hp per caster level. Non magical poisons are purged from their body as are non magical minor diseases. Usually fatal diseases and all magical diseases are allowed another save against at +2 Reversed does 2 hp per level and Target falls unconscious (can be awakened by shaking etc) once awake suffers the -3 as above. Removal as above
24-27 As above except its 4 hp and Magical poisons are affected as well. Reverse as above except the target is in a coma and can only be awakened after 24 hours of bed rest and nursing.
28-29 As above plus Fatal normal diseases are automatically cured. Reverse as above but Target permanently loses 1pt of Stamina
30-31 As above but 5 hp per caster level are restored. Reverse as above but also loses 1 pt of Str as well
32 plus As above but Magical diseases are automatically purged s well. Reverse as above but target must also make a Fort save or die while in the coma.
Spell Name Sanctify Holy Symbol
Level 1st Cleric
Duration Until dispelled
Casting Time One day
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.
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 plus 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.
Notes: Just an idea as to how we can offset the hideous penalty Clerics have compared to Wizards in spell casting right now. Adjusted slightly in the light of the Cleric revision recently posted.
Copied this from the official Goodman Games forum so I have all my spells in one area...
Level = 3
Range = 100’ or more, exploding in a sphere of 20’ radius or more
Duration = Instantaneous
Casting time = 1 round
Save = Reflex vs. spell check
Manifestation: (1) a flaming ball that catapults into the target and explodes in a fireburst, (2) a stream of liquid flame that douses the target in a raining cloud of fire, (3) a singularity that appears at a point in space then explodes into a flowering burst of fire, (4) a collection of spinning, whirling, fiery seeds that bounce forth to the target point, where they explode in flames.
General: The caster points his finger at a target, speaks a magic Word, and throws a jet of flame that explodes at the designated point. A fireball fills a sphere of 20’ radius, affecting all creatures within the target point. All creatures take damage unless they succeed in a Reflex save against the spell check DC, in which case they take half damage. Objects take damage according to their nature, which flammable objects automatically catching fire.
1-15 Lost. Failure.
16-17 The wizard launches a fireball up to 100’, doing 3d6 damage.
18-21 The wizard launches a fireball up to 120’, doing 4d6 damage.
22-23 The wizard launches a fireball that skips 1d4+1 times. The first target must be within 50’, and that target takes 5d6 damage. The fireball then skips to a second target, which takes 1d6 damage in a small explosion that only affects that single target. The second target must be at least 20’ away from the first – that is the minimum “skip” distance. If there is a third target, it in turn must be another 20’ away, and it takes 1d6 damage. And so on. The fireball must skip the indicated number of times – if the wizard runs out of targets, he may be skipping it against inanimate objects.
24-26 The wizard launches a fireball up to 160’, doing 6d6 damage. The fireball arcs up like a catapult to a point 40’ above ground at its peak. As such, it can curve around or over intermediate obstructions.
27-31 The wizard launches a spray of small fireballs. The wizard designates three targets, and 1d4 small fireballs flare out toward each target. The targets can be up to 200’ away. Each of the mini-fireballs does 1d6 damage.
32-33 The wizard launches a single fireball up to 200’, doing 10d6 damage. The wizard can choose an area of effect ranging from a single human-sized target up to the full sphere of 20’ radius. The fireball arcs to a height of 40’ at its peak, and as such can avoid intermediate objects.
34-35 The wizard launches a fireball up to 500’, doing 14d6 damage. The wizard can choose an area of effect ranging from a single human-sized target up to a sphere of 30’ radius. The fireball can arc as above. Additionally, the wizard can choose to call the fireball down from the heavens. Instead of projecting from his fingertip, it falls from above like a meteor strike, exploding in a fiery mass. The wizard must still have line-of-sight to his target, but he can cast around obstructions in this manner. For example, he may be able to view the target through a periscope, or via a crystal ball of some kind.
36+ The wizard launches a fireball at a target up to 1 mile away, doing 20d6 damage. The wizard can choose an area of effect ranging from a single human-sized target up to a sphere of 40’ radius. The wizard need not have line-of-sight to his target. He can choose a geographic point of which he has knowledge (such as a specific hill, tree, or room), or a target of whom he has a physical trace (such as a lock of hair or fingernail). The fireball explodes at the designated point.
Spell Name Magical Virtue (reversible to Blighting)
Level 2nd Ritual Arcane
Duration Varies see below
Casting Time 1 turn or more
Save Not Applicable
Manifestation (1) Casters hands glow with light that imbues the touched item. (2) A Gentle wind passes by and faint music is heard for a moment. (3) The Item shudders and spins mid air near the caster for one round. (4) The temperature rapidly changes in the area and then stabilizes
General The caster puts a magical charge in an item that effects it in some way. A +1 can be exchanged for another non dice ability that the Caster specifies to the DM. For example an item can be self cleaning/sharpening etc. If the item already has a fixed spell focus in it then it could be recharged to some degree by this spell in lieu of a fresh ability being added to it.
1-12 A minor temporary charge is place in the item, It will add a +1 (-1 if reversed) to one action that is associated with it. This modifier lasts 2d6 rounds after it is first activated.
13-14 A modest charge is imbued. As above but the effect is good for one day after first use
15-18 A moderate charge is used and the Bonus is +2 OR if the item has multiple functions +1 on two of them. Duration as above
19-20 Major Arcane charge. +3 (-3 reversed) is imbued in the item. If it has multi functions then the bonuses can be split among them as the spell caster desires. Duration as above but the weilder or caster may deliberately withhold discharging the Virtue if they desire to save it for another more important event.
21-24 Minor Power infusion. The item either takes on a +5 temporary charge (Duration as above) or gains a permanent +1. If the permanent option is selected the caster remains in casting trance for One HOUR instead of one turn. Interruption blows the spell (though no ill effect happens to the caster)
25-28 Moderate Power infusion. The item gets +7 Temporary charges or gains a Permanent +2, casting time is adjusted as above but the duration is extended to TWO hours.
29-30 Medium Power infusion. Charges go upto +9. Or a Permanent +3 can be achieved, Casting time goes up to Three hours and if the caster is disturbed they suffer corruption
31-32 Major Power infusion Charges +11 or a Permanent +4 can be infused. Casting time is adjusted as above but for 4 hours etc.
33 plus Ultimate Power infusion. Charges +15 or a Permanent +5 with commensurate change to casting time. If disturbed the Caster takes 5d4 damage and a corruption effect if they survive....