📐 Rule

Super Simple Magic

Spellcasters choose three tricks. Casting requires a d20 + Mind roll against a target of 11. If you fail, the spell is marked as “Fizzled” until you rest.

Offensive Spells

  • Firebolt: Hurl a ball of flame. Deals 1d6 damage to a target at a distance.
  • Shocking Grasp: Touch an enemy to deal 1d6 lightning damage. The target is shocked and cannot take reactions or move until its next turn.

Defensive & Utility Spells

  • Mage Shield: Create a shimmering barrier. Gives you or an ally Advantage on the next roll to dodge an attack.
  • Healing Touch: Touch a living creature to instantly restore 1d6 Heart Points.
  • Telekinesis: Move an object up to the size of a chair with your mind from a distance.

Exploration Spells

  • Light: Cause an object or weapon to glow brightly, illuminating dark dungeons for one hour.
  • Ghost Sound: Create a fake sound (like footsteps, a whisper, or a dropping coin) anywhere within sight to distract guards.

If your character is a spellcaster, you don’t need to manage spell slots or complex components. You know three specific tricks (e.g., Firebolt, Telekinesis, Healing Touch).

  • To cast a spell, roll a d20 + Mind.
  • If you succeed, the spell works.
  • If you fail, the spell fizzles out, and you cannot cast that specific spell again until you take a rest.