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Saturday, August 30, 2025

A Homebrew DnD Spell System Cheat Sheet

 This is a cheat sheet made from my homebrew dnd game..systems.

  Spell System Rulebook Cheat Sheet

  1. Core Concept

   Magic is cast through focus + willpower + subconscious suggestion.
   No memorization of spell lists is required and no spell slots needed.
   You imagine or declare the desired effect -- subconscious interprets -- energy manifests.

  2. Energy Costs

   Every spell consumes a percentage of your Energy Pool (%):

   1% -- Cantrip-level (small, minor effects).
   5% -- Normal effects.
   10% -- Uber / powerful effects.

   Uber-tier effect: healing and damage are doubled.

  3. Casting Requirements

   Action cost in battle: 1 Action or 1 Round (up to 1 turn).
   Action cost out of battle: 1 minute of uninterrupted focus.
   Daily limit: Up to as many successful spells per day as you have energy.

  4. Resolution (Dice and Focus)

   Most spells require a Focus/Magic Check:
   Roll 1d20 + Focus Ranks.
   Roll a 10 or higher = success.
   Arcane Skill Check may replace Focus if applicable.

   If dice are used:

   Dice roll determines success or effect magnitude.
   Example rolls: 1d8, 1d10, 1d20 depending on spell intensity.

  5. Mechanics of Willpower

   Strength of will = strength of effect.
   Stronger belief/focus = stronger manifestation.
   Example: If you command someone to leave with intent, the energy makes them leave.

  6. How to Cast a Spell

   Declare/Visualize what you want to happen.
   State or imagine the intent clearly (subconscious takes over).
   Focus Check: Roll 1d20 + Focus ranks.
   10 or higher -- success.
   If successful, spend the Energy % cost.

  Effect manifests:

   If energy is like heat -- feel warmth.
   You can channel heat, freeze, or direct it into targets.
   Apply outcome (damage, healing, change, etc.).

  7. Special Notes

   Shapeshifting / Polymorphing: requires 1 Focus Roll to succeed.
   Body energy defense: if your subconscious knows an attack is bad for you, you are not affected.
   New Spells: If not on list, you can invent one.
   Requires a Focus Check or Arcane Skill Check.
   Optionally roll a d20 to determine damage/healing output.

  8. Limits and Balance

   Only 1 or 2 spells + 1 special ability active at once.
   Extra effects may require multitasking ability.
   Max as many castings per day as you have energy.

  9. Flavor / Philosophy

   The subconscious is the real spell engine.
   Imagination is the gateway.
   Spells manifest through symbolic thinking: energy = heat, wind, spirit, etc.
   Willpower check = soul's authority where your soul either allows it if the effect doesn't harm you, or it doesn't if the effect does harm you.

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