Magic
Doxies and Demons is not a memorize spell (spell slot) system. It is a system that echoes magical traditions in mythology and fiction. The magic in Doxies and Demons is somewhat free form although it follows a theme that differentiates style and effect between 4 types of Magic.
There are mechanics governing the power, and amount of magic that can be flung around. The player has a Magic value that can be enhanced by linage bonus, magical artifacts, and other effects.
The practitioner can use any spell they know as many times as they want but spells have a Quanta cost to cast and that cost is deducted from the Magic Quanta pool. Very powerful spells should be few in Doxies & Demons as befits low fantasy. It is not the spell power but spell context that defines the action, pace, and drama of a scene. Spell invention is encouraged for the player and DN if one is mindful of the general type and how it generally works.
Magic is open to any player who meets a minimum Magic Core Capability requirement of 12.
A house is a type of magic and must be declared to begin progress in magic. For each 2 points above 14 an additional house may be declared. However, progress in levels is only possible in one House at a time. Beginning spell number remains the same regardless of number of houses declared.
It is possible for a mostly melee focused player to have some limited magic options. However, a player will advance in only one “Strike” area at a time (Missile, Melee, or Magic). It is also possible for a devotional player be a cultist with necromantic powers.
Incantation styles vary by House. Scrolls are limited to specific houses as are companions. Magic Quanta cost to attempt to cast a spell is 3Q per level of the spell. This can increase in some cases. 1st level spells cost 3 magic quanta to attempt to cast. A 2nd level spell costs 6 Q and a 3rd level spell cost 9Q.
A spell that targets a resisting target must roll a Magic Strike to succeed. Spells not aimed at a resisting target are assumed to succeed. (Subject to DN determination)
Target a Foe with flame strike must roll for success. To erect a wall of flame that does not target a foe will succeed without a strike roll.
Magic Houses
Natural:
Witchery, from natural recipes, life force and animistic (Support Power, Air, Earth)
Arcane:
Wizardry, from tomes, scroll, artifacts and constructs (Direct Power, Fire, Water)
Devotional:
Priestly, from ritual, prayer, and celestial support (Support & Direct power, Celestial Energy,)
Dark:
Necromantic, from death, blood & Demonic power, (Direct Power, Death & Demonic Energy)
Spells
Spells are denoted by House and Level. A magic practitioner of 1st level may not use a spell of a higher level. A higher-level character can use a lower-level spell. The exception to this is the magic scroll, which can be used by any magic user of the Scroll’s house regardless of level if they have the Q to spend.
A spell will succeed unless the target of the spell is not compliant. Spells upon oneself, or a compliant target do not require a Magic Strike Roll. (Subject to DN determination)
1st level spells cost 3 quanta to invoke and spell cost increments up by 3 for each spell level..
Spell may scale with caster level in range, duration or effect depending upon the spell.
All practitioners know the following Zero level spells needed to progress in their craft.
- Read/Write: Magic allows the creation of scrolls and the deciphering of magical inscriptions. Depends on situation. DN determination.
- Detect Magic: Reveals the presence and nature of magic and its general level. Cost 1Q
- Recharge Quanta Pool: Converts one Vitality to 1-6 Quanta (if Vitality reaches zero the caster is unconscious and must be revived by outside help.)
- Dispel Magic: Removes the enchantment of a spell. +1 to die roll for each level the spell is above caster, -1 to die roll for each level below the caster (Must Roll Magic Strike to succeed) Cost 1Q +1Q for each level above caster the magic is. Note some magic will be beyond the caster to dispel as it will cost too much Q.
Important Concepts
A caster who takes damage in any phase of the Stage Moment cannot cast in the magic phase.
Magic Quanta Pool will refill through rest, potions, or other means. One hour meditation/praying/communing/resting, will restore 1 Quanta to the Q Pool.
Any creatures summoned, or created by a caster will not persist after the death of caster. Such creatures are assumed to be under the mental control of the caster and have no independent agency. Any duration effect will last the full time determined.
Spells cast in the Magic Strike Phase may cause immediate effect or the effect may continue for several moments. A duration effect spell always counts duration beginning the next moment. Thus, the effect begins in the Magic strike, but the duration counts starting the next moment.
Quanta Pool can be increased with buffs, potions, and arcane artifacts. The primary reason a practitioner leaves their lair is to increase their quanta through accumulation of artifacts of one sort or another. Quanta does increase with each level, but the boost is modest.
Magic Scrolls, ones created by the DN or the Player, cost 1/2 the Q-cost of the spell level Q cost to cast. Power is put into the scroll at time of creation (double the cost of the spell) but then only 1/2 is used to unleash the scroll’s stored power. In a similar way artifacts may store Spells or quanta. While subject to DN whim, it is suggested that scroll creation requires a magical workshop/lair and of course the available Quanta to infuse the scroll.
Casting magic from partial or full cover should not be allowed. Standing flat footed in the open is the way of the Wizard and why the first spells learned should be defensive spells. The mental focus required means ducking or diving is not an option.
Making Spells Work
Magic success is not guaranteed. A die roll is made to determine casting success. The value to succeed is your Derived Magic Capability value (Magic Strike). In addition, a plus 1 is added to strike die for every 1 level of your target NPC/Monster. Thus, a Magic Strike of 16 targeting a 4th level monster would need to roll a 12 or less on a 20d.
In addition, a plus 1 is added to strike die for every 1 level of your target NPC/Monster.
Magic Strike is much the same as checking for a combat roll. Of course, arcane items may help in such rolls for better odds of success. A magic wand might add to one’s strike value by amplifying Magic focus.
Magic is not always physical damage and thus the Target’s DAR value does not always mitigate magical damage. The spell description will include if the spell ignores target DAR.
Optional Over Cast
To increase Magic Strike Value and thus chance of success for a specific incantation one can overcast. For each additional 1 point of Quanta spent above the incantation minimum; 1 point is deducted from the strike roll. Note that overcast does not increase the effect of the incantation merely the chance of success. On can expend as much over cast Quanta as desired up to the limit of remaining Q-pool.
Example: Magic Strike Value of 16 against a 4th level target would require a 12 or less roll to succeed. Expending 8 additional quanta would subtract 8 from the die roll in effect making the strike value 20 for that strike.
Starting Player Magic
A player starts at level 1 in the house they choose when they choose it. Technically they are level zero when they pick a house, but by the time they start the game they have advanced beyond apprentice.
While not impossible to choose a house after one has advance in player level, it is advised to start the player character a 1st level for both player level and magic level as it will be less confusing to the player.
A Hero who declares intent to start upon the magic path picks one of the 4 houses (Arcane, Natural, Devotional, Dark).
The player is awarded or chooses 2 – 1st level spells of the house they have selected. DN determines if the spells are assigned or chosen by player from approved list.
Starting Spell Bonus
Add 1 known 1st Level spell for per every 1 point over 12 CC in Intellect. Thus, an Intellect CC value of 14 would allow 4 starting 1st level spells.
Maximum spells known per level is equal to Intelligence Core Capability of the player, but of course the player does not start with their spell book full.
Magical Companions (optional)
A level 1 magic practitioner may adopt a companion (familiar). It is complex ritual magic and may not be done during a scene/encounter. The choices are limited by Magic House. Companions fall into four categories and a few are given as examples but others may be allowed by the DN.
A companion will increase in Level for each level of the Master. Each type of companion will have unique abilities. A companion is a force given form. For purposes of play, the companion can be seen as the magic user wishes and only reveals its true nature & level when it attacks. What appears to be a black cat might be a Black Panther. That cute Bunny might really be a big nasty demon.
A companion will become a larger and more powerful version with each level increase.
Example: A witch at 1 level may have a big black cat, at level 2 a Lynx, level 3 Puma, level 4 a Leopard, level 5 a Jaguar, topping out at level 6 for Lion. Larger is possible but damage tops out at level 6 except by DN whim.
Companions Table
Level | 1 | 2 | 3 | 4 | 5 | 6 |
Melee Strike | 10 | 11 | 12 | 13 | 14 | 15 |
Damage | 1-6 | 1-6 +1 | 1-6 + 2 | 2-12 | 3-18 | 4-24 |
DAR Value | 1 | 2 | 3 | 4 | 5 | 6 |
Life Force | 6 | 12 | 18 | 24 | 30 | 36 |
Move | 14 | 14 | 14 | 14 | 14 | 14 |
Master can, by expending Quanta, become linked to companion’s senses. 3Q spent gains 10 Moments (10 minutes) linking. Such linking allows the Master to know what the companion knows, sees, hears, smells etc. It also allows silent communications and giving of directions.
Upon “incapacitation” of a companion the master may expend their Life Force points to revive the companion, expending the number of their Life Force equal to the Life Force of the companion. If not revived, then the next day a new companion may be created/summoned provided the DN requirements are met such as workshop, temple, scared glade, grave yard. A new companion cannot be summoned during a scene.
Companions
Constructs: Creatures constructed and empowered by use of arcane magical formula. These include but not limited to: Homunculus, Golem, simulacrum. Constructs immune to life drain attacks. DAR Bonus: 1 level higher than current level (Level 1 DAR = 2, Level 4 DAR = 5 etc.)
Animal: A woodland or domestic creature called into service by the Master. These include but not limited to: Cat, Lynx, Fox, Dog, Deer, crow, hawk. The Animal companion’s successful strike will “Pin” the target. The target must make a successful strike on the companion to free itself otherwise it may not move and may only attack the companion. +2 Damage to targets not in metal armor.
Embodiment: A devotional spirit is embodied as type of guardian angel. Usually in the form of a bird, but may be merely a glowing orb. The companion can heal 2-14 once per day and its damage attacks are Missile strikes (spirit bolts) with a range of 10 hex. Double Damage to Undead/Demonic.
Demonic: An imp/demi-demon. Can Fly and has supernatural stealth (not quite invisible). Attacks are life drain. The LF drained can increase the level of the imp. For Every 6 LF drained the Imp increases in Companion Level and thus in damage. The increase level lasts until end of encounter.
Spells and Spell Conversion
While it might be ideal to invent your spells specific to your story (One is certainly encroached to limit spells to ones that fit in the setting, location, and culture of your environment) there are many spell tomes floating around. If you allow players to use spells from other systems there are some simple conversions and limitations.
The list of skills provided in the Spell Appendix give an example of how a spell can work in the Doxies and Demons system. Remain mindful of these mechanics to avoid adding over powered spells and/or modify the spell to suit the phase system of Doxies & Demons.
- A spell level in most tomes is equal to same level in Doxies and Demons but only allowed in the game at DN discretion.
- The Range and Duration listed in a tome can be used as is.
- For damage dealing spells, the damage dice is always a 6 die and spell damage is capped at 6 6d except by DN whim.
- Area Effect is maxed at Diameter 7 hexes.
- Number of entities affected remains the same unless it is over powered.
- Duration in Rounds = 1 Round = 1 Moment / 1 turn = 10 Moments.
- No saving throw. Magic success or failure is depended solely upon the practitioner.
Spells must be learned, either from an existing scroll, recipe, ritual, tomes, meditation, or similar method. Thus, only spells that the DN introduces via one of these mechanisms will make it into the game world. While it is fine to petition a DN to allow a favorite spell, it is DN choice if he wants to introduce the spell into the world.
There are good online lists of spells as well as fiction to help jump start DN and player imagination. The key is to keep the magic grounded in the specific world/story and not too powerful.
A sample listing of spells is offered in the Spells Appendix. They can be used for low level adventures and as a guide on to how to make the different types of magic feel different when inventing one’s own spells. New spells should be tailored to your world and your lore.
Magic
Doxies and Demons is not a memorize spell (spell slot) system. It is a system that echoes magical traditions in mythology and fiction The magic in Doxies and Demons is somewhat free form although it follows a theme that differentiates in style and effect between 4 types of Magic.
Free form but not formless. There are mechanics governing the power, and amount of magic that can be flung around. The player has a Magic value that can be enhanced by linage bonus, magical artifacts, and other effects.
The practitioner can use any spell they know as many times as they want but spells have a Quanta cost to cast and that cost is deducted from the Magic Quanta pool. Known spells should be few in Doxies & Demons as befits low fantasy. It is not the spell power but spell context that defines the action, pace, and drama of a scene. Spell invention is encouraged for the player and DN as long as one is mindful of the general type and how it generally works.
Magic is open to any player who meets a minimum Magic Core Capability requirement of 12.
A house in a type of magic must be declared and then that is the only house the player can advance in. It is possible for a mostly melee focused player to have some limited magic options. However, a player will advance in only one “Strike” area at a time (Missile, Melee, or Magic).
A player is limited to one Magical House. Incantation styles vary by House.
- Natural: Witchery and nature enchantments (Support Power, Air, Earth)
- Arcane: Wizardry, from tomes, scroll and artifacts (Direct Power fire, water)
- Devotional: Priestly using ritual and power of prayer (Defensive and Supportive, spirit.)
- Dark: Necromancy, Blood, Demonic (Demonic and Reanimation, blood)
Magic use is Channeling Quanta from the pool to effect spells or use arcane objects. For a spell to succeed the Derived Magic Strike Capability value (Magic Strike) or less must be rolled on a 20d (subject to dice modifications).
Whether a success or not the total quanta cost for that spell is deducted from the daily pool. Any Quanta used is deducted from the total and can only be replaced by rest or magical means.
Optional rule is to allow Vitality to be deducted once Quanta is exhausted. Zero Vitality is unconscious.
Magic Quanta Pool is the limit of one’s magic power. One must expend Quanta to cast. A higher power spell might require all your Q-power to cast while a lower level spell might be cast many times in one scene.
Any known cantrip or spell can be used but each use leaves less Quanta to expend on other castings.
Regardless of the outcome of casting the Quanta cost is deducted from current total. A level 1 incantation requires 4 Quantum to cast. Each additional level of spell cost +2 Quanta. Casting a 2nd Level spell will cost 6 Quanta. Quanta can be increased with buffs, potions, and arcane artifacts. The primary reason a practitioner leaves their lair is to increase their quanta through accumulation of artifacts of one sort or another. Quanta does increase with each level, but the boost is modest.
Magic Quanta Pool will refill through rest, potions, or other means. One hour meditation/praying/communing/resting, will restore 1 Quanta to the Q Pool.
Scrolls Special: Magic Scrolls, both ones created by the DN and the Player, cost 1/2 the Q-cost of the spell cost for the level of the spell so a 1st level scroll cost 2Q to use.
Power is put into the scroll at time of creation (double the cost of the spell) but then only 1/2 is used to unleash the scroll’s stored power. In a similar way artifacts may store Spells or quanta and make good rewards for magic players. While subject to DN whim, it is suggested that scroll creation requires a magical workshop/lair and of course the available Quanta to infuse the scroll.
A caster who takes damage in any phase of the Stage Moment cannot cast in the magic phase.
Casting magic from partial or full cover should not be allowed. Standing flat footed in the open is the way of the Wizard and why the first spells learned should be defensive spells. The mental focus required means ducking or diving is not an option.
Making Spells Work
Magic success is not guaranteed. A die roll is made to determine casting success. The value to succeed is your Derived Magic Capability value (Magic Strike). In addition, a plus 1 is added to strike die for every 1 level of your target NPC/Monster. Thus, a Magic Strike of 16 targeting a 4th level monster would need to roll a 12 or less on a 20d (Die roll 12 +4 = 16).
In that way it is much the same as checking for a combat roll. Of course, arcane items may help in such rolls for better odds of success. A magic wand might add to one’s strike value by amplifying Magic focus.
Magic is not technically physical damage and thus the Target’s DAR value doesn’t mitigate magical damage. However, various types of armor might amplify the damage done. Fire will do more damage against fabric and leather armors. Electrical damage will do more against metal armor.
(Optional Over Cast)
To increase Magic Strike Value and thus chance of success for a specific incantation one can overcast. For each additional point of Quanta used above the incantation minimum; 1 point is deducted from the strike roll. Note that overcast does not increase the effect of the incantation merely the chance of success.
From the above example a Magic Strike Value of 16 against a 4th level target would require a 12 or less roll to succeed. Expending 8 additional quanta would subtract 8 from the die roll so even a roll of 20 would succeed (20 – 8 = 12). On can spend additional Quanta as desired to improve odds until the Q Pool is drained.
Starting Player Magic
A player may start at Zero Level or Level One at direction of the DN.
A Hero declares intent to start upon the magic path picks one of the 4 houses (Arcane, Natural, Devotional, Dark).
- At zero level the player knows 6 Cantrips, has appropriate spirit companion and 2 1st level spells.
DN determines if the spells are assigned or chosen by player from list.
Magic CC Bonus
Add 1 known spell 1st Level spell for per every 1 point over 12 CC in Intellect. Thus, a Intellect CC value of 14 would allow 4 starting 1st level spells.
Add 1 known Cantrip for every 1 Intellect Capability above 12. A Magic CC value of 14 would grant 8 cantrips.
Cantrips are more powerful than in other TTRPG style games. Cantrips are only subject to a success roll if the cantrip is directed at a uncooperative person or monster.
Maximum spells or Cantrips known per tier is equal to Intelligence Core Capability (Max 18 spells per level).
Spirit Companions (optional)
A level 1 magic practitioner may adopt a spirit companion. That is complex ritual magic and may not be done during a scene/encounter. The choices are limited by Magic House. Companions fall into four categories and a few are given as examples but others may be allowed by the DN.
A companion will increase in Level for each level of the Master. Each type of companion will have unique abilities. For purposed of play, the companion can be seen as the Magic User wishes and only reveals its true level when it attacks. That black cat might actually be a Black Panther. That small demonic imp might really be a big one.
A companion will become a larger and more powerful version with each level increase.
Example: A witch at 1 level may have a big black cat, at level 2 a Lynx, level 3 Puma, level 4 a Leopard, level 5 a Jaguar, topping out at level 6 for Lion. Larger is possible but damage tops out at level 6 except by DN whim.
Companions Table
Level | 1 | 2 | 3 | 4 | 5 | 6 |
Melee Strike | 10 | 11 | 12 | 13 | 14 | 15 |
Damage | 1-6 | 1-6 +1 | 1-6 + 2 | 2-12 | 3-18 | 4-24 |
DAR Value | 1 | 2 | 3 | 4 | 5 | 6 |
Life Force | 6 | 12 | 18 | 24 | 30 | 36 |
Move | 14 | 14 | 14 | 14 | 14 | 14 |
Master can, by expending Quanta, become linked to companion’s senses. 4Q spent gains 10 Moments (10 minutes) linking. Such linking allows the Master to know what the companion knows, sees, hears, smells etc. It also allows silent communications and giving of directions.
Upon “incapacitation” of a companion the master may expend their Life Force points to revive the companion, expending the number of their Life Force equal to the Life Force of the companion. If not revived, then the next day a new companion may be created/summoned. A new companion cannot be summoned during a scene.
Companions
Constructs: Creatures constructed and empowered by use of arcane magical formula. These include but not limited to: Homunculus, Golem, simulacrum. Constructs immune to life drain attacks. DAR Bonus: 1 level higher than current level (Level 1 DAR = 2, Level 4 DAR = 5 etc.)
Animal: A woodland or domestic creature called into service by the Master. These include but not limited to: Cat, Lynx, Fox, Dog, Deer, Elk, crow, hawk. Animal companion successful strike will “Pin” the target. The target must make a successful strike on the companion to free itself otherwise it may not move and may only attack the companion. Double Damage to targets not in metal armor.
Embodiment: A devotional spirit is embodied as type of guardian angel. Usually in the form of a bird, but may be merely a glowing orb. The companion can heal 2-14 once per day and its damage attacks are Missile (spirit bolts) with a range of 10 hex. Double Damage to Undead/Demonic.
Demonic: An imp/demi-demon. Can Fly and has supernatural stealth (not quite invisible). Attacks are life drain. The LF drained can increase the level of the imp. For Every 6 LF drained the Imp increases in Companion Level and thus in damage. The increase level lasts until end of encounter.
Spells and Spell Conversion
While it might be ideal to invent your spells specific to your story (One is certainly encroached to limit spells to ones that fit in the setting, location, and culture of your environment) there are many spell tomes floating around. If you allow players to use spells from other systems there are some simple conversions and limitations.
A spell level in most tomes is equal to same level in Doxies and Demons but only allowed in the game at DN discretion.
- The Range and Duration listed in a tome can be used as is.
- For damage dealing spells, the damage dice is always a 6 die and spell damage is capped at 6 6d except by DN whim.
- Area Effect is maxed at Diameter 7 squares (20 feet around point of impact).
- Number of entities affected remains the same
- Duration in Rounds = 1 Round = 1 Moment / 1 turn = 10 Moments.
- No saving throw. Magic success or failure is depended solely upon the practitioner.
- Spells must be learned, either from an existing scroll, recipe, ritual, tomes, meditation, or similar method. Thus, only spells that the DN introduces via one of these mechanisms will make it into the game world. While it is fine to petition a DN to allow a favorite spell, it is DN choice if he wants to introduce the spell into the world.
There are good online lists of spells as well as fiction to help jump start DN and player imagination. The key is to keep the magic grounded in the specific world/story.
A sample listing of cantrips and spells is offered in the Spells appendix. They can be used for low level adventures and as a guide on to how to make the different types of magic feel different when inventing one’s own spells. Second level spells should be tailored to your world and your lore.
Starting Cantrip Options
A Cantrip can tip the balance of an encounter in favor of the caster. As magic they are fast, cheap, and universal in aspect. Nearly any practitioner can use a cantrip. Cantrip usage is not constrained by magic type. Effects are generally 3 hexes or less from caster. In this magic system much can be affected in the physical world by manipulation of world weave. Little changes in balance can cause big effects.
Equipoise Cantrips
- Push / Pull: 1 Object/Individual less than 200lbs Range 3 hexes
- Reveal / Conceal: 1 object/dog size or less Range 3 hexes. Lasts 1-6 Moments.
- Mend / Break: 1 glass, pottery, or similar object no bigger than an Amphora. Range 3.
- Bind / Unbind: 1 Simple knot in rope or leather thongs Range 3
- Ignite / Extinguish: Area 1 hex Paper/oil /cloth/ wood Range 3 hex
- Wound / Heal 1 individual 1-6 Adjacent (ignore armor)
- Lock / Unlock: 1 non-magical door or chest
- Sharpen / Dull: 1 object Range 3 (dulled weapon reduces damage by -2)
- Sure Step / Misstep: One Individual Range 3. Prevents fall or causes fall.
- Sleep / Waken: 1 individual Range 3, 1-6 Moments
- Curse / Bless: 1 individual (curse +2 to all rolls / Bless -2 to all rolls) Range 3, 1-6 Moments
- Haste / Slow: 1 individual range 3 (50% M/A 1-6 Moments.)
- Illuminate / Darken: Provide light or remove light in a 3-hex radius centered on caster 10 moments.
The player is encouraged to invent other types of Equipoise Cantrips as their character develops knowledge of the craft. Equipoise Cantrips work on the principle of tipping balance between one state and another, thus, they are always framed as an opposite state effect. In general effects to not increase with player level.
Maleficent Cantrips (Ignore DAR and may be applied to durability as non-lethal damage)
- Finger Shock: Electrical Damage 1-6 Range 3, +2 damage if target is in mental armor.
- Finger Fire: Fire Damage 1-6 Range 3, +2 damage if target is in normal clothing. (Ignites oils, explosives, candles, fabric, papers)
- Forceful Fist: Blunt damage 1-6 Range 3 (double damage vs Skeleton)
- Holy Finger: Spirit Damage 1-6. Range 3 (double vs undead)
- Chill Finder Ice Damage 1-6 Range 3 Duration 1-6 Moments (slows target by 1/2 total Beats)
- Pull my Finger: Gas Cloud all adjacent squares. Adjacent Foes add +3 to any strike roll.
- Drain Life: transfer 1-6 from target to caster Range 3
Aegis Cantrips
- Magic Cloak +2 to caster DAR, Duration 10 Moments
- Deflect Missile Deflect 1 incoming missile per round duration 10 Moments.
- Second Wind Add 6 Beats to caster for next Moment.
- Stanch Wound Remove Bleed effect, stabilize unconscious, effect self or adjacent.
Quanta Cost per tier/level of spell (Rule of thumb plus 2 per level.)
- Cantrip 0 level / 2Q
- Spell level 1 / 4Q
- Spell level 2 / 6Q
- Spell level 3 / 8Q
- Spell level 4 / 10Q
Magic Success:
Magic Strike Value or less on a 20d. Minus 1 from die result for each level (or Hit Die) of monster.
Over Cast:
Add one point to Magic Strike Value for each additional Quanta expended.