Monday, May 1, 2023

Mercurial Magic for Elves in DCC RPG

 

Mercurial magic is one of my all-time favourite rules from DCC RPG (and they are so easy to use in other OSR RPGs too). I love to customize them (among other things). Here is my Mercurial Magic table for the Elf class. No, they are not playtested and are probably unbalanced.

I created them because I felt that the original table is perfect for human Wizards, but that Elves deserve something different. I remember doing something similar with the mutation rules in Warhammer Fantasy 2nd for my elves (no, the elves of the Old World don’t become mutants in my games, they became daemons). Anyway, each campaign has its own very specific flavour of elves. In my own Mundo Partido homebrew setting, there are two main types of elves: those under the influence of the mad King of Elfland (who is trapped within its own crazy nightmare of Faery/Dreamlands) and those that still live in their hidden enclaves, covered in mithril and trading secrets with demons and extraplanar entities, as described in the Elf class of the DCC Core (I see these last ones almost as melnibóneans).

Anyway, I tried to mix those flavours, even adding a bit of Tolkien (after tall, they are elves!). I hope you enjoy it!

Elven Mercurial Magic Table

1. Defiler: your magic weakens the walls between realities, drawing the attention of entities of the Void. Roll a 1d8. If you roll a 1, you must pass a Luck check or disappear forever in the Void. If you pass but cast another spell in the same encounter, keep rolling a 1d8 until you change location or at least a turn (10 rounds) has passed.

2. Fading: this spell requires too much of your spirit. You disappear for 1d3 rounds after casting. When you reappear, you must succeed at a Luck check or 1 point permanently of Strength, Agility or Stamina. If this ever reduces you to 0 in any score, you disappear forever and your Name is erased from existence.

3. Bound Imp: your spell is manifested as an ugly imp, usually no bigger than a mouse. It always follows you at arm's length and in fact you can only cast the spell if the critter is close. Besides that, the creature is useless and a constant source of regret. It has a mind of its own and loves to provide (pedantic) advice. The imp has AC 10, saves +0, and as many hit points as you. If destroyed, you must quest to recover the spell.

4. Play with Death: your spell is a result of a game that you constantly play with Death itself. It is usually some arcane form of chess (although you can choose something else). You must play this game each day, usually before resting. You must keep the board and pieces with you at all times. To others at your party, it always seems you are playing alone. If you pass one night without playing you must pass a Luck check or you are found dead in the next day.

5. Living spell: this cantrap has a mine of its own. Roll a Personality check DC 10. If you pass, cast the spell normally. If you fail, you must cajole the cantrap and use an Action Die for a new Personality check. Your spell might interact with you at inappropriate times. Besides excellent opportunities for roleplay (or for the Judge to bug you), every time you Fumble, your living spell will try to cast itself as a free action (it wants to help!).

6. Old blood: casting this spell requires old blood - yours or from an equally elder creature (Judge's call). The amount required inflicts 1d3 points of damage per caster level.

7. Tainted by the Court of Chaos: casting the spell makes Law symbols glow or bleed, murk milk, spoils food, and scares animals and children in a 1-mile radius. For 1d3 days you become vulnerable to Turned Unholy and any divine magic cast increases disapproval.

8. Nethermancer: you conjure a demon slave to cast the spell. Demons are lazy and spiteful creatures that won't miss an opportunity to strike back. After casting the spell you must use your next Action Die to trap the demon inside a gem. If not trapped with your next action, the demon will try to cast the spell back at you, disturb something as a poltergeist (like disarm you or an ally or move something), or attack. All cases require a save (Judge's call) against a DC of 10 + 1d10. If the demon attacks you or an ally, they suffer 1d6 points of damage per caster level if they fail a save.

9. Dark magic: your magic calls the Dark. All fires in a 30 feet radius are extinguished and artificial lights are out for 1d6 rounds. Casting in daylight seems for a second to weaken the Sun itself but otherwise holds no other effect.

10. Magic of the Moon and the Stars: your spell is written in the dark sky above! If you lose a spell under moonlight or starlight, you can roll a Luck check to recover it instantly. If you cast a spell and you cannot see the stars or the moon, besides the usual effects, the spell is automatically lost. Some elves manage to circumvent this barrier by trapping starlight within a gem or flask of pure water.

11. Oathmagic: your spell requires a bidding oath. Each time you cast roll a 1d4: (1) you cannot speak, (2) you cannot deny any request or say 'no', (3) you cannot help anyone before demanding and receiving some reward, and (4) you cannot let food or magic affect your body. Each time you swear an oath you must keep it for "a day and a night".

12. Smoke and mirrors: you draw your spell from a source of smoke or a mirror. If you have both with you, roll twice and use the best result. If a mirror is broken in your presence you must pass a Fort save DC 15 or be stunned for 1 round and lose 1 Luck. You do not have the will (or capacity) to break a mirror.

13. Changeling: you become mortal (again)! For the next 1d3 hours, you lose infravision, immunities, and heightened senses. On the bright side, you also lose your vulnerabilities.

14. Elven lights: for 1d6 turns after casting your shape shines with a spectral light. It is enough to read but otherwise weak as a candle. You have a hard time riding and present a great target in the dark. Benevolent Judges might grant you some bonus for social interaction as your radiance grants you an almost divine aura.

15. Material magic: check Mercurial Magic #15 from DCC Core. Mithril is not an option. See the next entry. 

16. Mithrilomancer: you must be touching mithril to cast this spell, otherwise you suffer 1d6 points of damage per caster level. If you manage to find a full plate of mithril, you can cast this spell with a +1 Die spell bonus.

17. Stolen knowledge: check Mercurial Magic #17 from DCC Core.

18. Siphon magic: check Mercurial Magic #18 from DCC Core.

19. Mistbound: when casting a mist surrounds you and everyone within 2d6 feet. The mists are otherwise natural and dissipate within the turn if not disturbed. You are as blind as everyone else in the mists.

20. Rush of wind: check Mercurial Magic #20 from DCC Core.

21. Corrosion touch: check Mercurial Magic #21 from DCC Core.

22. Talisman: casting this spell requires a unique material focus, such as a silver wand, a crystal vial, or a mithril pendant. If lost, you must quest for a replacement. Casting the spell without the talisman increases the fumble range by 2d4.

23. Runic: this spell demands that you draw eldritch runes with both hands. If you shape your runes in the air, it requires both hands. If you draw it in sand or water, just one hand. If you draw it in blood or ink, with one hand, you have a +1 Die step bonus. If you manage to draw the runes in metal or stone, you have a +2 Die step bonus (but usually that would take a long time). You don’t need to speak.

24. Prismatic distortion: check Mercurial Magic #24 from DCC Core.

25. Power of the Green: vines grow around you constantly for the next 1d3 turns. You need to pass an Str DC 10 to move, or you are stuck for the round. You leave a trail of vines and leaves.

26. Fey mien: memories from before the time of Man flood the caster’s mind as you (re)assume a pure faery nature. Antlers grow over your head, your hair changes to leaves, hands to claws, and feet to hooves. For 1d4 rounds you cannot speak intelligently, cast other spells, manipulate anything with your hands, and suffer double damage from metal weapons.

27. Elfland's spell: after casting the spell 2d3 sprites, pixies, and brownies manifest as the Elfland's magic oozes around you. They are completely harmless but absolutely annoying. They will dance, sing, move unattended objects, and ask silly questions. They remain around you for 1d6 rounds. Each fey has 1 hit point, AC 20 and saves +2. They disappear if hit.


28. Odd growths: check Mercurial Magic #28 from DCC Core.

29. Chaos miasma: your spell disrupts probabilities and inverts Fate. The Judge roll secretly a 1d4. That is the number of times things go bizarre. Each occasion is triggered by a fumble or a critical hit. Under the chaos miasma, a fumble is treated as a critical hit and vice-versa. Also, if anyone rolls a natural 13, besides the normal results of their action, they also suffer a fumble. This affects everyone 60 feet from you.

30. Memorized spell: this spell is written in complex and non-ontological mathematical inculcations. It requires equally arcane methods to be learned and cast. When you cast this spell, besides the normal result, you always lose it. The only way to avoid losing the spell is to suffer 1d4 + the spell level in Intelligence points. The good news is that if the spellcasting result would be a lost spell, you can also choose to suffer the Intelligence damage to keep the spell (if you do so you can ignore any additional result, such as misfire and corruption). After suffering Intelligence damage, the Judge can ask for one Luck check. On a failure, you forget something: your Occupation, name, the last encounter, the fact that you know a friend in the party etc. The Intelligence damage and potential amnesia are cured with a good night's sleep.

31. Songs!: you sing and dance to a jolly song that, while pretty noisy and obvious, does not look like normal spellcasting. Any enemy needs to pass an Int/Will DC 10 to guess that you are casting (or they can't spell duel and are caught by surprise).

32. Channelling: the spell requires extra effort to bend extraplanar forces. You must use both hands and the planar energies of the spell manifest as visible pulses of power that you try to shape. You must use an Action Die and pass an Intelligence check DC 10 to control those forces. You keep rolling until you pass, you fumble, or you are hit. If you roll a fumble or are hit, the planar energies disperse chaotically. Everyone within 10 feet per spell level suffers 1d6 per caster level (Refl save DC 15 for half). If you roll a nat 20 in your Intelligence check, you can use that as your spellcasting result.

33. Elder magic: your spell uses ancient words of power and the lore of archmages of previous aeons. After casting it you are drained of magic for 1d4 rounds. The good news is that attempting a spell duel against elder magic has disadvantage (i.e. your adversary rolls twice and picks the worst result).

34. Paradox: your spell untangles causes and effects, unleashing a small injury in the continuum. The Judge should randomly select a target within sight. Either the last action practised by the target or the last effect inflict on it never happened (50% of either). For example, if the Judge rolled a character that was just killed, there is a 50% that the character is not dead.

35. Fey mood: the spell flames inhuman feelings within your heart. After casting you roll a Luck check. If you fail, roll a d6. An odd result means you flying in a berserk rage for 1d6 rounds. You cannot cast spells during your rage, and you must attack all enemies on sight (of friends if there are no enemies). Your AC and saves are reduced by 1d4, and you gain a +1 Die step to all attack and damage rolls. An even result means that your spirit is burdened with the long centuries of your people. During 1d6 rounds you use all your resources to leave the encounter and find a lonely spot to lament your existence. If you roleplay your tragic fate well the Judge is welcome to grant you a 1 Luck point afterwards.

36. Elvenwine: your spell requires you to drink from the fabled elvenwine (of which you always carry a bottle). A potent liquor, dangerous to mortal Man, elvenwine is like nectar, summer nights, and otherworldly pleasures to you. It also leaves you profoundly drunk now and then. You must pass a Fort DC 12 each time your drink or you are intoxicated for the rest of the encounter. While intoxicated you suffer disadvantage (i.e. roll twice and pick the worst result) on all Action Die. Your fumble range increase by your level. However, you tend to ignore pain. Reduce all damages taken by 1d6 and you suffer the detrimental effects of any save only 1 round later. Elvenwine can be bought from other elves, demons, black magicians, witches, and other debauched individuals.

37. Unseelie: your magic draws upon the power of the Queen of Elfland, a.k.a. the Queen of Air and Darkness, the deadly sovereign of the Unseelie Court. For 1d4 rounds after casting, you acquire a terrible dread and a cloak of shadows around yourself. Anyone needs to pass a Will DC 10 to move in your direction or otherwise touch you (including allies).

38. Whimsical patron: check Mercurial Magic #38 from DCC Core.

39. Pixie dust: after casting the spell you start levitating for a number of rounds equal to the spell level. You cannot control this and will rise 10 feet per round (although you can try a Luck check to control the direction). Usually holding on to something is the safest way. If the spell would allow you to fly or levitate anyway, this mercurial magic impacts a random target within 30 feet. If anyone rolls a critical hit during this effect, they also immediately start levitating. Any children or halflings within the area gain the ability to fly 30 feet per round (and they have perfect control).

40. Exotic potion: to cast the spell you just need to drink a specially prepared concoction. Preparing this brew usually requires unsavoury monster parts or strange drugs and the Judge is welcome to demand some small quests. Every time you drink this elixir you must pass a Fort and Will DC 10. If you fail both saves, you become addicted and every day without drinking the elixir leaves you progressively comatose, inflicting 1d3 Agility damage (when you hit 0 you fall into an eternal slumber until the party quests to save you).

41-60: No change. Boring. If you want, roll again!

61. Wild magic: roll a 1d3 and try to guess the number. If you get it right, increase your spell result by one on the table. If you are wrong, the spell works normally but also produces a misfire.

62. Somatic magic: the spell is inscribed in your body. It could be runes covering one arm, a gem in the place of an eye, a tongue of fire, or a permanent spectral hand. Besides getting all the attention at parties there is no other effect. Oh yes, if you lose that body part you lose the spell permanently.

63. Ritual: casting this spell requires 1 turn per spell level. After that, the spell requires just a last command word to be triggered. Unfortunately, it also requires a lot of concentration. While holding the command word you cannot do a second spell without losing the first. Also, if you suffer damage, you also lose the spell.

64. Grimoire: this spell is so complex that you still carry the grimoire to cast it, which requires both your hands, besides gestures and speaking. The good news is that being able to check your notes can help. If you are not happy with the result, you can use your next Action Die to roll again. If you are hit before that you lose the spell.

65. Glorious mien: your magic derives from your otherworldly beauty. If you are using expensive clothes and are clean, use the next higher result on the spell table. If you are dirty, with normal clothes, covered in blood or anything like that, your fumble range increases by your caster level. Socially interacting with any ugly creature (non-elven, non-divinely perfect or beautiful) creature requires a Will DC 10 or you suffer 1 point of damage or pure disgust.

66. Demonic: your spell was written in one of the many demonic planes and it taints your form. You gain a flaming aura, demonic horns, a guttural voice, and red shining eyes for 1d6 rounds. You are susceptible to Turn Unholy from Law clerics. Law clerics that try to help you with divine magic automatically accrue disapproval. You suffer half damage from fire and non-magical weapons.

67. Spellsinger: you only need to sing to cast this incantation. Anyone on sight must pass an Int or Will DC 10 to recognize that you are spellcasting.

68. Mirror magic: check Mercurial Magic #68 from DCC Core.

69. Shadowcaster: if you can see your shadow when casting the spell, you can decide to animate your shadow. Your animate shadow can now move beyond one and perform actions if you have line of sight to it. Your shadow has a d14 Action Die and is trained for stealthy actions. It cannot attack but it can pick up items or interact with objects (it is still bound to surfaces). It is immune to normal attacks, but anything magic that hit it (it has AC 10 and saves +0) will destroy it. If your shadow is destroyed, you suffer a minor corruption. Your shadow remains animated for a number of rounds equal to your caster level.

70. Temporal echo: check Mercurial Magic #70 from DCC Core.

71. Sprites!: roll 1d3-1, that is how many rounds the little lazy fey takes to cast the spell. If the result is a 0, the spell comes out normally. If the result is a -1, the sprites actually guessed the spell before you ordered it and cast it already. You can still act in the round (any action besides spellcasting action) with a -1 Die penalty to your Action Die.

72. Otherworldly: casting the spell aligns you with other planes. You become ethereal for 1d4 rounds and every interaction with the world around you (besides spellcasting or talking) has a 50% of being ineffective. This includes non-magical attacks against you.

73. Draconic magic: you need to burn treasure to full your magic! You must sacrifice at least 50 gp in treasure and must touch the item. You can burn more treasure if you want, each 50 gp grants a +1 bonus (to a maximum of +20).

74. Mindspeak: everyone in a 60 feet radius can hear in their heads the eldritch invocations of your spell. However, your lips do not move and you don't need to move your hands to cast this spell. For 1 turn after casting this spell, you can speak telepathically with any target you can see.

75. Spell by proxy: check Mercurial Magic #75 from DCC Core.

76. Silenced: check Mercurial Magic #76 from DCC Core.

77. Call of the Outer Dark: check Mercurial Magic #77 from DCC Core.

78. Arcane circle: when you cast this spell a circle of magic runes surrounds your character. They provide illumination and protection as long as keep using one Action Die each round. The protection is a +2 bonus to AC, saves, and spell duels. If you move or are moved the circle is cancelled.

79. Summoner: your spell manifest as a creature who has the following stats (SL means spell level) – AC 10 + SL, AD 1d20, one melee attack +SL, which causes 1d3 or the die closest to your caster level + SL, saves are +SL, and hit points are SL x caster level. The caster can choose the creature’s appearance. Thus, a 5th level Elf casting sleep (1st level spell) could summon a fey cat with AC 11, AD 1d20, claw +1, dmg 1d5+1, saves +1 and 5 hit points. The summoned creature reminds for the spell duration or 1 round per level (whichever is greater). While the creature is there the spell cannot be countered, but if the creature is killed the spell is cancelled. If the caster tries to cast the spell again while the summoned creature is there, the magic originates from the creatures and the caster gains a +1 Die spell bonus.

80. Scroll magic: this spell must be previously written in a specially prepared scroll that costs 50 go per spell level. To cast the spell the caster needs only to pick it up and open the scroll (no gestures or words are necessary). The caster can give the scroll to another character. If opened in the caster’s sight, the spell still works, but in the hands of anyone else the spell is cast with a d10 and the chances of a fumble are 1-3 instead of 1. Thieves can use their Cast spell from scroll die.

81. Terrible to behold: check Mercurial Magic #81 from DCC Core. My house rule here: Also the next attack against the caster has a 50% of failing. The Judge should also grant some bonus on intimidation attempts (or if cleverly used trigger a morale save among the enemies).

82. Hidden power: this spell unleashes for a moment the depths of potential power hidden in your spirit. You shine as a strong beacon of light for 1 round and can completely ignore one attack made against you before the beginning of the next round.

83. Sword magic: you require a mithril sword to cast this spell. You can use the result of your Action Die both to determine the result of the spell and of a melee attack. However, when you choose to use this power your fumble range increases to 4 (i.e. you suffer a fumble if you roll 1-4 in your Action Die). Note that a fumble will impact both your melee attack and spell. Even if you do not decide to attack you still need your sword to cast this spell.

84. Old Pacts: an eldritch entity owns your bloodline favours. You can cast the spell without using an Action Die but after that, the spell is lost until you do a small service to said entity.

85. Mystic: this is not a spell, but actually an esoteric, psionic, or mystic technique. It cannot be countered and is not treated mechanically as a spell (it cannot be used in a spell duel). The caster still rolls normally but he and the Judge should interpret the result. A charm person could be a series of hypnotizing movements with the caster’s hand, a fireball could be a combat move where the caster’s spirit burns with inner power while he punches all targets within sight, his body burning so hot that it burns his enemies. The idea is from this wonderful blog post here. If this is too much for you (c’mon, elven wuxia are awesome), just roll again.

86. Druidic: this is icon magic, not arcane. You learned it from one of the old gods. Ignore any lost spell, corruption, and misfire. The spell just fails and accrues disapproval like a cleric. You must follow your power’s general ethos or can receive more disapproval.

87. Spellbreaker: your unorthodox casting creates strange effects beyond the spell’s intentions. When casting a spell you can choose to suffer 5 points of Spellburn. Roll the spell normally, without adding the points of spellburn. If you succeed, instead of the spell’s result you can cast one of the spell’s misfire effects but choose the targets. If this doesn’t make sense for your spell, roll again.

88. Astral body: when you cast the spell your spirit temporarily leaves your body. Everyone can see your astral form. While in astral form, you can move 30 feet in any direction and are immune to non-magical attacks. You stay in astral form for 1 round per spell level after which you instantly return to your body. Your body remains still. Any damage done either to the astral form or the body reduces hit points normally.

89. Memories of old: casting this spell awakens memories from previous centuries, incarnations, or from other elven spellcasters (depending on your campaign). The result is the same, you can declare that you are trained for one specific check for the next 1 turn (i.e. rolling 1d20). This could be used to read old runes, understand a language, remember who built ruins etc. If you are already trained, roll with a +1 Die step bonus.

90. Elven grace: when you cast this spell successfully the world seems to shift in your favor. The sun parts the cloud, torches flash brighter, and the darkness seems lesser. You or an ally you can see gain 1d3 Luck points. When you fail to cast this spell, you lose 1 Luck.

91. Breath of Life: check Mercurial Magic #91 from DCC Core.

92. Magical servant: you control an entity (a small djinn, a lesser sandestin, or an astral demon) that shows up and cast the spell. If you cast another spell in the following round, your servant stays around to help you, granting you a cumulative +1 Die step bonus. If you fumble at any point, the servant smiles wickedly and leave. You must quest it to regain its services.

93. Greater power: check Mercurial Magic #93 from DCC Core.

94. Fine control: check Mercurial Magic #94 from DCC Core.

95. Sublime craft: spells are for crude creatures such as humans. You have refined your art to such a degree that your spell works for all effects as a natural effect. You still roll normally but your spell has no manifestation and you ignore misfire, corruption, and patron taint. To all witnesses, your spell seems more like a natural ability. For example, your charm person appears to be natural charisma, while spells such as flaming hands and feather fall happen because fire or air are your friends. Your spell cannot be used or countered in a spell duel.

96. Powerful caster: check Mercurial Magic #96 from DCC Core.

97. Chronomancer: a copy of yourself appears from the future to cast the spell. This copy is exactly like your original character at the moment of casting. The copy stays in your continuum for 1d3 rounds. If you are killed while your future self is present a paradox instantly obliterates both from existence (you can never be brought back to life).

98. Natural-born talent: check Mercurial Magic #98 from DCC Core.

99. Names of Power: you know one of the secret names of a Patron (the Judge will roll randomly). Before casting this spell you can decide to add that Patron Name to the casting. If you do you must spellburn an amount of damage equal to the result rolled. You cast the original spell normally, but at the same time, you unleash an Invoke Patron. Yes, that Patron hates you.

100. Choose one effect.





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