Doxies & Demons Magic Spells
In the low magic world of Doxies and Demons each magic house has their own unique way of using magical forces. While damage dice, when called for, may be similar from House to House there should always be a dramatic difference in usage, effect, and style.
Magic might and should affect the outcome of conflict or situation but should not be a one shot victory option. Magic works with the world and does not dominate it. The following list of incantation, evocations, enchantments, and rituals are all called spells for the sake of ease and it is left up to the DN to supply his world’s naming convention for magic.
Arcane House (Fire & Water)
Level 1 Arcane Spells (Cost 3 Quanta)
- Wizard Light: Globe of yellow light that emanates from wand, staff, or finger, Illumination out to 6 hexes, Duration until ended or dispelled.
- Finger Fire: A jet of flame to a range of 3 hex doing 1-6 damage; Per additional level: + 1 hex range & +1 damage. (i.e. 3rd level Range 5, Damage +3) (Damage ignores armor DAR)
- Cinder Spray: Range 3 hexes, Stream of embers that blinds 1 target 2-12 Moments, Blinded Target has movement slowed by ½ and +4 to strike rolls. Per additional level: +1 target & +1 hex range.
- Ignite: 1 hex area, Range 3 hex (Paper/oil /cloth/ wood). If a target is a flammable creature (fabric or fur) will burn for 3 moments doing 1-6 each moment. Current casting moment and 2 more moments unless extinguished.
- Douse Flame: Call water from the air to Extinguish flame such as a burning creature or bonfire. Area diameter 3 hex, Range 3 hex. Per additional level: +1 hex range.
- Repair Mechanism: One object 1 yard square or smaller up to 3 hexes distant is repaired. Per additional level: +1 square yard & +1 hex range.
- Magic Mist: Wraps target (self or friend) in a shifting mist that distorts aim and causes any attack in the next moment to add +3 to attacker strike die. Duration 1-6 +1 moments. Per additional level: +1 Moment duration.
- Lock / Unlock: 1 non-magical door or chest.
- Befuddle: Target may not act in any phase in the next Moment unless attacked. Per additional level: +1 target.
- Construct Companion: Build a construct companion and imbue with agency. See Companion section for attributes and process to construct companion.
Level 2 Arcane Spells (6 Quanta cost)
- Mystic Cloak: Self, 10 moments per level, DAR +2
- Flame Shield: Creates a curtain of shimmering blue flame around the caster that is a barrier to incoming missile damage. Duration 1-6 moments. Per additional level: +1 duration
- Combustion: Flame rises from ground to engulf the target. Range 12 hexes, 2 12 damage, 1 target. Ignite flammable material (fabric, paper, wood), Per additional level: +2 damage. (Damage ignores armor DAR)
- Mystic Rain: Range 5 hexes, Area Diameter 5 hex, Duration 1-6, A dense magical mist of water particles prevents douses flame and disorients targets within. If caught within roll a 6d to determine which way movement is allowed. Electrical damage is doubled for targets in the rain. Per additional level: + 1 diameter and +2 Moments.
- Astral Phase: Move up to 8 hexes though any obstacle. Per additional level: range +2 hex. Must see target hex.
- Command Flame: Mold flame into a fire construct linked to caster. Life Force is ½ creator. Strike value is the same as creator. It moves at direction of creator. It will exist for 1-6 moments duration, Fire Damage 1 6d +1; Per additional level: +2 moments duration & +2 damage per additional level. Placed on stage adjacent to creator.
- Enchant Edged Weapon: Makes edged weapon magical for duration of the spell. 2-12 duration Moments, +2 Damage, -2 from Strike Roll. Allows attack on creatures that can only be harmed by magic weapons.
- Brimstone Cloud: The caster creates a thick noxious smoke cloud. Range 10, Diameter 5 hexes, Duration 2-12 moments. A target in the cloud takes 2 points poison damage (by pass armor) and is disoriented. If caught within must roll a 6d to determine which way movement is allowed. Per additional level: +1 hex diameter and +1 damage. (Damage ignores armor DAR)
- Flame Wall: Creates a wall 5 hexes long and 1 hex wide to a range of 6, Duration 1-6 +1 moments. Creatures who pass through the wall hex take 1-6 +1 damage. Per additional level: +1 length and +1 width, Duration +1 moment. (Damage ignores armor DAR)
- Fire Storm: Flaming Vortex. Range 5, Area 1 hex, damage 1-6+2 in vortex hex, Duration 1-6, Movement 6, Random Movement each movement turn. Per additional level: +1 duration, +1 Damage. (Damage ignores armor DAR). If vortex moves through a hex containing a Player or Monster, damage is done at that time.
Nature House (Air & Earth)
1st Level Nature Spells (3 Quanta cost) Air & Earth
- Fairy Light: Globe of blue light that emanates from wand, staff, or finger, 6 hex radii, Duration until ended or dispelled.
- Stanch Wound: Remove Bleed effect, stabilize unconscious, Adjacent, or self.
- Cleanse Poison: removes toxic effects of poison from target. Adjacent.
- Cure Disease: Removes disease effects. Adjacent.
- Restore: 2-12 Life Force healed, Range 3 hex.
- Lightening Finger: Electrical Damage 1-6 +1, Range 3, Per additional level: +1 hex range, +1 damage. (Damage ignores armor DAR)
- Chill Wind: Ice Damage 1-6 Range 3 (slows target 1/2). Per additional level: +1 Damage, +1 Range. (Damage ignores armor DAR)
- Curse / Bless: 1 individual (curse +2 to all rolls / Bless -2 to all rolls) Range adjacent, 2-12 Moments.
- Haste / Slow: 1 individual self of adjacent (+50% or -%50 Movement for 1-6 Moments).
- Summon Companion: Call animal companion and imbue with agency. See Companion section for attributes of animal and procedure to gain companion.
2nd Level Natural Spells (6 Quanta cost) Air & Earth
- Stone Strike: Stone spikes surge up from the ground. Range 10 hexes, area of effect 3 hex diameter, Damage 2-12 (walking through area cuts Movement in half), Duration 2-12. Per additional level: +1 hex diameter. +1 Damage.
- Static Cloud: A billowing nimbus of charged energy. Range 10 hexes, cloud does, 1 6d +1 shock damage to any within area. Diameter 5 hex, Duration 2-12, Per additional level: diameter +1 hex (Damage ignores armor DAR)
- Dust Deviltry: Range 5 hex, 3 hex diameter Tornado randomly moves 3 hexes per movement phase. Any creature or structure caught in the vortex takes 2-12 damage. Duration 2-12 moments. Per additional level: +2 damage.
- Wind Rider: Traverse stage at 3 feet above surface, Duration 10 Moments, speed 14. Per additional level: +1 movement, +3 feet height, +10 Moments.
- Command Stone: Draw stone being from ground or walls. Life Force ½ caster, duration 2-12 Moments, Melee Strike same as caster, Damage Blunt 1-6d +1. Per additional level: + 2 Moments duration, +2 damage.
- Enchant Wooden Weapon: Makes weapon magical for duration of the spell. 2-12 Moments duration, +2 Damage, -1 from Strike Roll. Allows attack on creatures that can only be harmed by magic weapons. (staff, club, bow)
- Vine Cloak: Stops missiles. Duration 2-12 moments.
- Bark Skin: +2 DAR, Duration 2-12 moments.
- Ball Lightening: A ball of charged energy rolls along the ground. Damage Electrical 2-12 +1, Range, caster rolls the ball up to 6 hexes. Any targets in path will be hit with shock damage. Dissipates. Per additional level: +1 hex range, + 1 damage.
- Call Serpents: 1-6 +1 vipers appear up to 3 hex distant and attack at direction of player. Each Snake as Life force 6 and does 2 point of poison damage, Duration 1-6 +1 moments. Melee strike same as caster. Per additional level: +1 damage. (Damage ignores armor DAR)
Devotional House (Celestial)
1st Level Devotional Spells (3 Quanta cost) Celestial
- Saintly Light: Globe of white light that emanates from wand, staff, or finger, 6 hex radius, Duration until ended or dispelled.
- Heal Injury: 1-6 LF healed, Range adjacent.
- Bless: -2 to die roll for blessed, range 3 hex diameter, Duration 2-12 Moments, Per additional level: +2 Moments.
- Condemn: Spirit Damage 1-6 +1. Range 3 hex, 1 target. Per additional level: + 1 damage, +1 range. (Damage ignores armor DAR)
- Holy Robes: +3 to attacker’s die roll. Duration 2-12 Moments
- Stanch Wound: Remove Bleed effect, stabilize unconscious, adjacent
- God’s Shield: DAR +2, Duration 2-12
- Holy Fist: Blunt damage 1-6 +3, Adjacent, 1 target. Per additional level: +1 damage.
- Call Celestial Light: Illuminates 5 diameter area, stunning any undead within for 1-6 moments. Per additional level: +1 hex diameter area, +2 damage.
- Summon Companion: Call celestial companion and imbue with agency. See Companion section for attributes of celestial companion and procedure to gain companion.
2nd Level Devotional Spells (6 Quanta cost) Celestial
- Dispel Fear/Panic: 1 target, Range 5 (Will rally target)
- Heal Injury: 2-12 LF healed, Range adjacent.
- Holy Word: 1 6d +1 damage, range 6 hexes, Area 3 hex diameter. Per additional level: +1 damage, +1 diameter. (Damage ignores armor DAR)
- Sanctify: Self or other, DAM +3, 2-12 Moments.
- Cleanse Poison: removes toxic effects of poison from target. Adjacent.
- Cure Disease: Removes Disease from target.
- Cleansing Flame: Holly Flames descend from heaven to purge the wicked. Range 5 hexes, 2-12 damage, 1 target. Per additional level: +1 damage, +1 Range.
- Enchant Blunt Weapon: Makes weapon magical for duration of the spell. 2-12 Moments duration, +2 Damage, -1 from Strike Roll. Allows attack on creatures that can only be harmed by magic weapons.
- God’s Armor: DAR +4, Duration 2-12
- Embody Light: Call forth a luminal celestial force. Life Force ½ caster, duration 2-12 Moments, uses Missile Strike same as caster, Damage spirit 1-6d +1. Per additional level: + 2 Moments duration, +2 damage.
Dark House (Blood & Demonic)
1st Level Dark Incantations (3 Quanta cost) Blood & Demonic
- Corpse Light: Globe of Green light that emanates from wand, staff, or finger, 6 hex radius, Duration until ended or dispelled.
- Bone Shroud: Self, duration 10 Moments, +2 to attacker die. DAR +2
- Drain Life: Transfer LF points from target to Caster. 1-6 LF, Range 10. Per additional level: +1 range +1 Life Force.
- Restore Undead: Range 3 hex, target 1, restore 1-6 LF, Per additional level: +1 hex range, +1 restore point.
- Cause Fear: Range 3 hex, 1 target, duration 1-6 +2. Fear will make target loose next turn and if possible, move away from caster at full speed. Per additional level: +1 Target, +1 hex range.
- Grave Gas: Noxious fumes rise. Range: 3, Diameter 3, Damage 1-6 +1 poison all targets within area. Per additional level: +1 range, +1 hex diameter, +1 damage. (Damage ignores armor DAR)
- Chill of Grave: Range 3 hex, 1 Target, movement ½, duration -1-6. Per additional level: +1 range.
- Blood Curse: 1 Target, Range 3 hex, bleed 3 points immediately and then 2 points bleed damage per casting phase for 2-12 Moments. Per additional level: +1 Moment, +1 bleed. (Damage ignores armor DAR)
- Bone Bomb: Exploding ethereal green skull. Damage area 3 hexes, Range 4 hexes, Damage 1-6 +1; Per additional level: +1 hex range, +1 damage. (Damage ignores armor DAR)
- Summon Companion: Call imp companion and imbue with agency. See Companion section for attributes of imp companion and procedure to gain companion.
2nd Level Dark Incantations (6 Quanta cost) Blood & Demonic
- Virulent Fog: Living Creatures caught in cloud are diseased. Area 5 hex, Range 6, Duration 2-12, Targets in fog are diseased: -4 for all Derived Capabilities until cured. Per additional level: +1 damage.
- Reanimate Corpse: Turns humanoid dead creature into a zombie version with 8 LF, 1 6d damage, movement 10, strike will cause disease. Under caster control. Per additional level: +1 creature.
- Summon skeleton: 1-6 +1 skeletons. Duration until killed or dispelled. LF 8, Melee Strike 11, Dam 1-6 DAR 3, Per additional level: +1 skeleton, +1 damage.
- Bone Shield: A wall of bone Range 5. Area 1 hex deep by 5 hex wide and 2 hex tall. Duration 10 Moments. Per additional level: Lenth +1, Width +1hex. Each hex has 10 LF for strike purposes. The shield can be hacked through or otherwise assaulted with magic or brute force.
- Enchant Any Personal Weapon: Makes weapon magical for duration of the spell. 2-12 Moments duration, +2 Damage, -1 from Strike Roll, causes Bleed (-2 per moment). Bleed only on living creatures. Allows attack on creatures that can only be harmed by magic weapons.
- Death Gaze: A green ray strikes, 1Target, Range 10, Damage 2-12. Per additional level: +1 dam, +1 range. (Damage ignores armor DAR)
- Summon Bone Guard: Range 5, LF ½ caster, Duration 2-12, move 12, Melee strike same as caster, 1-6 life drain damage. LF transferred to Grave Guard. Per additional level: + 2 Moments duration, +2 damage.
- Ghost Rider: Caster rides an ethereal spirit that is unaffected by ground obstacles. Duration 10 Moments, speed 16. Height 1 foot. Per additional level: +1 movement, +3 feet height, +10 Moments.
- Yawning Grave: Hands reach up from the ground to grab any Target in area. Area 3 hex diameter, range 10 hex, Target held Duration 10. Per additional level: +1 hex diameter, +1 duration.
- Blood Stain: Corrupted Blood Rains down. Area 5 hex diameter. Damage 1-6 +1 per creature within area. Duration 2-12 moments, Per additional level: +1 hex Diameter, +1 damage. (Damage ignores armor DAR)
A player is limited to one Magical path. Incantations available vary by Path.
- Natural: Witchery and nature enchantments (Support and Power)
- Arcane: Wizardry, from tomes, scroll and artifacts (Elemental power)
- Devotional: Priestly using ritual and power of prayer (Defensive and Supportive)
- Dark: Necromancy, Blood, Demonic (Conjuration and Reanimation)
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 for Magic Success (Magic) 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 power to cast while a lower tier spell might be cast many times in one scene.
The concept is that 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 tier 1 incantation requires 4 Quantum to cast. Each additional tier/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.
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.
Side Note: It can be dramatic, and create incentive to give specific benefit to using a magic scroll. An optional Quanta cost for casting spells from scrolls is 1/2. Meaning that some power is infused into the scroll when created. Thus a 3rd level scroll would cost 4 Q not 8 Q. Thus, finding and creating scrolls can become very important in a campaign setting.
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 to learn are defensive spells.