EZD6 Magick System
EZD6 Magick System
EZD6 Magick System
System Hack
This hack to the magic system as written provides a di erent approach to all of the RRs with
some degree of OCD. Inspired by Goodman Games's Dungeon Crawl Classics and Kelsey
Dionne’s ShadowDark.
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Learning Magick
The Nature of Magick
Some few have the innate ability to draw magick into themselves, and then manipulate that
power into a manifest of their intentions. Most, however, must learn, steal, discover old
tomes or books of power, and then practice the craft of using magick.
This need for knowledge often presses the conjures, mages, witches, seeers, and wizards
into the darkest places of the world. They seek to nd more and more magickal powers. It is
an addiction that can be hard to contain.
Although most conjurers hoard their knowledge, there are some willing to teach a bit of what
they have learned. This exchange, however, usually comes with a price that must be paid.
Perhaps they will teach Kadrick's Shield, but only after you return with a Magickal Conduit
Amulet.
Gaining mastery of a spell does not mean that you will keep it forever. When casting a spell,
there is always a chance of catastrophic failure.
Casting a Spell
When casting a spell, the conjurer must decide the Power Level (PL=1D6 to 3D6) that will be
used to cast the spell. So a conjurer can decide to roll 1, 2, or 3 die when casting. The
caster must meet or beat the spell’s Casting Level (CL). If the spell does not have a CL
listed, the target of the spell rolls the resistance dice. If there are multiple targets, each rolls
a resistance dice. The caster must meet or beat the highest resistance dice rolled. If the
caster rolls any 1’s, the spell fails and the caster must roll of the Spell Failure table below.
Focusing a Spell
The caster can choose to focus on the next spell. The caster decides how many rounds to
focus (max 2), and the spell will be cast at the end of the focus period and must be cast at a
PL of 2 or greater. After casting, the caster can ignore a 1 rolled for every round focused on
the spell. Example: the CL is 4, so the player chooses to cast the spell on the second power
level with 1 round of focus. So he will cast it in the second round, rolling a 1 and a 5, but he
can ignore the 1, and the spell is successfully cast.
Spellburn
A caster may sacri ce one strike to ignore a 1 rolled when casting.
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Apprenticeship
After noting their connection to the source of magick, most conjurers seek out a master
wizard in order to learn. These masters are elusive and eccentric. They often make
challenging bargains in order to teach the aspiring apprentice. Some of these bargains last a
lifetime.
Choose a master and roll for the spells learned and the bargain required.
• Aened’s Blessing
• Blood of Varos
• Braunaulf’s Insight
• Detect Evil by Sandiel
• Doreah’s Cure
• Inronmir’s Curse Lifting
• Leandra’s Warmth
• Shelob’s Web
• Tamiel’s Dreadblade
• Animation of Edmund
• Blorrman's Elemental Summoning
• Chagrath's Touch
• Gilman's Dominating Thoughts
• Hex of Ruu
• Izahr’s Raise Undead
• Mantle of the Dark Lord
• Morphil's Missile
• Norell's King of the Dead
• Summoning of Ravae
• Words of Famir
• Vizzini’s Command of the Dead
• Armor of Airik
• Benne’s Yawn
• Candle of Furyck
• Eye of Alin Forde
• Flame of Aazul
• Keyleth's Vines
• Mathesar’s Circle of Movement
• Quinton's Marvelous Antidote
• Scrying of Cassius
Roll 1D6 to determine the bargain the player makes with the master for the knowledge.
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Spell List
Intrinsic Magick (CL 2)
• Certain magickal abilities do not require study and simply can be performed based on the
caster’s connection with a source of magick
• Examples of such things include Basic Mending, Minor Illusions, Simple Telekinesis,
Disguise Self or Others
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Benne’s Yawn
• Up to 6 targets fall asleep
• Any attack against, attempt to waken, or a loud noise will end the sleep
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Blood of Varos (CL 3)
• The caster or someone he touches becomes immune to poison for a scene
Chagrath's Touch
• Touch a target to cause 1 strike of damage and heal caster 1 strike
• On a failed casting, the caster takes 1 strike
Hex of Ruu
• The target becomes hexed and all rolls must be done with a Bane
• At the end of the target's turn, the target rolls 1D6; on a 5+, the hex is removed
• Requires anchoring
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Icham Burne's Oil (CL 3)
• Cast on an ally to double movement speed and attacks for the next turn
Illyria’s Final Breath (CL 3)
• This can be cast whenever a player is facing a miraculous save attempt (even when it is
not the caster’s turn)
• The player making a miraculous save automatically saves, but the caster takes a strike
and looses all stored karma
Keyleth's Vines
• Up to 6 targets become entangled in thorny vines and each takes 1 strike of damage
• Targets must roll 3+ to escape (can roll each round)
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Leandra's Warmth (CL 3)
• The caster or someone he touches becomes immune to cold for a scene
Morphil's Missile
• A magickal blast of energy streaks from the ngers of the caster to hit up to 6 targets
Scrying of Cassius
• For 10 minutes, the caster can see and hear a creature on the same plane as the caster
• The caster must have some knowledge of the target (likeness or picture, possession or
garment, lock of hair)
• If the spell fails, the target becomes aware that the caster was trying to scry and the spell
cannot be used against the target again for 1 day
Shelob's Web
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• The caster can entangle up to 6 targets with a sticky web entangling them and preventing
any movement
• Targets must roll a 6 to escape (can roll each round)
Steps of Hilde
• Up to 6 targets move silently and blend into the background and shadows
• Boon on any stealth checks or tasks requiring silence or sneaking