3e Magic

This page discusses the magic rules of Drunken Dwarves 3e. Note that this page only relates to magic used by PCs. At the GM's decision, many supernatural creatures and even some mortals may have access to different or more powerful magic, which are not normally available to PCs.

Magic is separated into various spells, which are grouped together into seven elements: Water, Earth, Fire, Air, Light, Dark and Nature. See 3e Spells for a list of all available spells. A character needs to "know" a spell in order to use it.

The primary way to gain access to magic is to choose the Sorcerer or Battlemage class (see 3e PC creation). Characters of those classes gain access to an additional stat: magic (mag). The mag stat can be raised in the same way as other stats, by putting points into it. Your mag stat determines the power of your spells, as indicated in each spell’s description.

Additionally, upon creation, you must choose your favoured element, from the seven elements listed at 3e Spells. You then learn two spells: one at-will spell determined by your class and favoured element, as stated under each elemental header, and one spell that costs mana to cast, which can be chosen freely from your favoured element. For example, a Sorcerer with Water as their favoured element can choose between learning Hydromancy or Cryomancy as their at-will spell, and Water blast, Water Burst, Frost blast, Frost burst or Heal as their second spell.

The spells you learn upon creation are the only ones you get for free, but you can take the Extra spell perk (see 3e Perks) to learn additional spells. These spells can be of any element, not just your favoured one. However, your mag stat is treated as two points lower for the sake of spells that are not of your favoured element. For example, a Sorcerer with 8 mag whose favoured element is Air can deal 8 damage with electromancy, but only 6 damage with pyromancy.

Lastly, some spells require you to spend mana to use them, as noted in their description. Sorcerers and Battlemages both innately have a pool of 2 mana, which can be increased through the Extra mana perk. You regain all your mana points at the end of a long rest (see Recovery in 3e Basics).