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.
A 1 is added to strike die for every 1 level of your target NPC/Monster. 10th Level Monster would add 10 points to the Magic strike die roll.
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 new companion level will become available at each level increase of a practitioner level. 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 |
To embody a companion takes Quanta equal to the life force level of the companion. To embody a companion requires a sanctum, lab, workshop, lair that is safe from prying eyes.
Master may link to the senses of the companion but such linking requires concentration and no other actions may be taken until the link is severed. 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 Quanta points to revive the companion, expending the number of their Quanta 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.
Core Capabilities List
- Might: Checks for Strength, affects weapon and armor use.
- Agility: Check for Balance, affect weapon use and armor bonus
- Magic: Check for Arcane Knowledge, affect Magic use.
- Perception: Check for discovery, affects missile combat
- Intellect: Check for understanding, affects Magic
- Persuasion: Check for social engineering, parley,
- Vitality: Check for shocks to the system, affects Life Force.
- Durability: Check for things that cause special damage, affects Life Force.
Derived Capabilities List (May be modified by increase in Level, magical items, or spell effects)
- Life Force = Vitality + Durability (Damage taken before “hors de combat”)
- Magic Quanta Pool = Magic + Vitality (Number of magic quanta available to use)
- Detect Danger = Perception + Intelligence (Chance to foil ambush or sense danger)
- Missile Strike = Perception + Agility/2 (Chance to strike distant target)
- Melee Strike = Might + Agility/2 (Chance to strike adjacent target)
- Magic Strike = Magic + Intellect/2 (Chance at successful incantation)
Core Capability Bonuses
As a Core Capability increased over a value of 12 special bonus are received.
- Missile Damage Bonus
For every 1 point over 12 of the CC for Agility the ranged damage is increased by +1 - Melee Damage Bonus
For every 1 point over 12 of the CC for Might the melee damage is increased by +1 - Magic Strike Bonus
For every 2 point over 12 of the CC for Intellect derived Magic Strike is increased by 1. - Defense Bonus
For every 2 points over 12 of the CC for Agility the DAR value is increased by +1. - Fast Talk Bonus
For every 2 point over 12 of the CC for Persuasion +1 moment to continue parley and stall hostile reaction. - Sixth Sense Bonus
For every 2 point over 12 of the CC for Perception Detect Danger increased by +1. - Quanta Pool Bonus
For every 1 point over 12 of the CC for Magic the quanta pool is increased by +2 - Life Force Bonus
For every 1 point over 12 of the CC for Durability the Life Force is increased by +2
Learned Capabilities List (May be modified by Level, magical items, equipment quality.)
- Skullduggery = Perception + Agility/2 (jimmy door, pick lock, stealth etc.)
- Huntsman = Durability + Perception/2 (Track, snare, survival, scout etc.)
- Weapons Master = Might + Agility/2 (Special Attacks, Strike Bonus, etc.)
- Scholarship = Intellect + Perception/2 (Decipher, Deduce, Discover etc.)
- Healer = Intellect + Magic/2 (Field Dressing, Non-magical healing etc.)
- Leadership = Might + Persuasion/2 (Number, morale, and loyalty of hired help)
- Craftsmanship = Intellect + Agility/2 (Invent, build, repair, non-magic items)
- Showmanship = Persuasion + Agility /2 (Duration and value of performance arts)
The Phase Order
The phase format attempts to create a simple sensed of simultaneous action between Party and Enemy.
- Meeting / Parley
Any special dialogue capabilities may be attempted. Any Role play dialogue, warning or intimidation may be attempted. If no communication attempted then ambush or surprise may be attempted. An attempt at parley does not mean there will be parley. DN decides if there is possibility of parley. Fast Talk may force parley for at lest 1 moment. - Missile Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Ranged attacks are made by Party then Foe. Strike damage is resolved after each strike. - Movement is resolved. (Each side moves as much or as little as they wish)
Each player in any order is moved up to Beats limit. Party then Foe. Movement stops if one moves adjacent to a Foe. - Melee Strikes are resolved for Party then Foe (optional morale checks if appropriate)
Any player or foe adjacent to a target who has not conducted a Missile strike in the moment may attempt a Melee strike. Strike damage is resolved after each strike. - Magic Strikes are resolved for Party then Foe. (optional morale checks if appropriate)
Any player who has not conducted a missile or melee strike in the current Moment may attempt a Magic Strike. Casting spell, discharge wand, staff, scroll or magical attribute. - Management Actions are all resolved.
If one has not made a Strike attempt then any other stage business may be conducted: drinking potion, binding wound, search a pack, wind a crank, rally troops, etc. Character Status is updated.