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Cursed Arcana

When the godcrux curse fell upon Odmore, it drained the world of its vibrant arcane potency. Wizards who had spent decades, sometimes centuries, learning the arcane arts lost all their hard-earned ability overnight. Warlocks were cut off from their patrons. Bards' song and prose were good for little more than bar tunes. Clerics lost their gods to celestial graves and, with them, their powers. Druids turned into mere observers of nature rather than living in communion with it. Paladins and Sorcerers, however, maintained more power than their arcane counterparts (albeit not much) thanks to utilizing a strength that comes from deep within oneself.

The few spellcasters who preserved their arcane ability after the godcrux curse now go to great lengths to hide it.

The risks are often just too great to bear:
  1. Due to the rarity of magical prowess, news travels fast when it is exercised (including the arcane abilities Monks might produce through their ki). This leads to benevolent organizations competing over the aquisition of the caster. More selfish forces seek to enslave or extinguish their flame and may use the spellcaster's loved ones to do so.
  2. Use of magic attracts the effects of the godcrux curse. Helping a wanderer light her damp campfire one night might mean her excruciating downfall hours later as darkness of every kind descends upon her.
  3. Depending on the work one has done to regain their ability, using magic can cause horrendous pain to the spellcaster.
  4. The intended effects of a spell may not take place as the arcane energies of Odmore have been set severely askew.

Elves
As to be expected with an arcane extinction, the elves were impacted more than the people of any other heritage. Since losing their connection to magic that allowed them impossibly long lives (up to 900 years), the elves now live not much longer than others in Odmore (up to 180 years). This has been an especially severe loss for the elves who prided themselves on their unique stance in history. Many today are eager to find answers to the mysterious godcrux curse so that their long lives may be restored.

Game Mechanics (D&D 5e)

  1. Each scenario in which you are witnessed using magic by someone outside of your party or deeply trusted NPC's, news will spread. The GM will roll a D100 to perform a "Secrecy Check"; the first time this happens, the news will bring about a consequence if the roll "fails" with a DC of 10. However, with each fail, the DC will increase by 10. Fear not, you can decrease the DC by 10 (to a minimum of 10) by going one week without your magic being witnessed.
  2. The first time you cast a spell after a number of rests (short or long) equal to your level, draw a card from the godcrux deck. This card will tell you what happens (if anything) as a result of your magic usage.
  3. The first time you cast a spell after a rest (short or long), roll a D20 and add your spellcasting modifier.
 
LVL DC
1-2 20
3-6 15
7-10 10
11-15 5
16-20 0
    On a fail, take 1d6 damage each time you cast a spell or when that spell reenacts its effects until next rest. On a success, take no damage from spellcasting until next rest.

4. If the spellcaster rolls a critical fail to hit a target with a spell or the target rolls a critical success on any relevant saving throw, the spellcaster must roll from the Wild Magic Table and deal with the given effects.

Exceptions


  • Paladins are immune to risks #3 and #4; they can use Lay on Hands and Divine features without risk.
  • Sorcerers are immune to risks #3 and #4; they can spend sorcery points to avoid all spellcasting risks.
  • Bards can use Bardic Inspiration without risk.
  • Druids can use Wild Shape without risk.
  • Warlocks can use Eldritch Blast without risk.
  • Wizards can cast three cantrips and two 1st level spells without risk. They can change their selection per level.
  • Clerics can cast three healing spells per day without risk.
  • Because Monks find their power from within rather than tapping into the universe's arcane flow, they are exempt from all curse effects. However, bear in mind that witnesses may not be able to discern the origin of a conjured flame or supernatural maneuver.

A Note from the GM

  This arcana curse exists to do four things in Odmore sessions:

  1. Provide Creative Limitations; this added challenge will teach players to treat problems like possibilties of teamwork and ingenuity rather than relying too heavily on magic.
  2. Add unique flavor; since magic is a rare resource, players that bravely choose to wield it may also find unique power and reputation in the world.
  3. Create a mechanic goal; especially with risk #3, players will feel like they are honing their magical talents the more they play.
  4. Create a plot goal; players are free to seek out answers to the magical mysteries of the godcrux curse, successful efforts will be rewarded.
Type
Metaphysical, Arcane

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