modernmagiccampaign
modernmagiccampaign
dnd game with my idiots
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ask and ill link the how to guide
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modernmagiccampaign · 2 years ago
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WOLPERTINGER
A creature from German Folklore that lives in the alpine forest of Bavaria and Baden-Württemberg. It’s noch has various parts from other animals. It lives on roots and herbs. If one touches its spit, hair will grow on the spot.
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modernmagiccampaign · 6 years ago
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So I have been working on this small 5e expansion for a few days. It contains 9 new constructs, a new race, a Cleric Domain and 6 magic items/artifacts. I really hope you like it and I tried really hard to make it relatively detailed.
Remember, if you want to use any of this in your game, remember to ask your DM first and give credit to the creator. Anyway I might not be able to post anything tomorrow as I have a game to host and need to think of some ideas for more Homebrew. There was originally a front cover for this small book but Tumblr wouldn’t let me post it because no more than 10 images. I’ll post the download link for this tomorrow :) That’s all from me today, peace. Actually, here is the link. The website allows you to download the PDF version of it. Where it says Destination, click Save as PDF. Then in “More Settings” change the paper size to “Letter” to remove the white strip of paper at the bottom :) https://homebrewery.naturalcrit.com/share/BkrdZu_aV
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modernmagiccampaign · 6 years ago
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Part of this includes the character intros. Please read those first.
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modernmagiccampaign · 6 years ago
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Part of this includes the character intros. Please read those first.
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modernmagiccampaign · 6 years ago
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Part of this includes the character intros. Please read those first.
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modernmagiccampaign · 6 years ago
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Part of this includes the character intros. Please read those first.
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modernmagiccampaign · 6 years ago
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Part of this includes the character intros. Please read those first.
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modernmagiccampaign · 6 years ago
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modernmagiccampaign · 6 years ago
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modernmagiccampaign · 6 years ago
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modernmagiccampaign · 6 years ago
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modernmagiccampaign · 6 years ago
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modernmagiccampaign · 6 years ago
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modernmagiccampaign · 6 years ago
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modernmagiccampaign · 6 years ago
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Setting the scene.
The spaceport is a buisy place. Between the torists, buisnessmen, the newcomers there was never a dull moment.
Some recrument officers waited for potenial alien mystics to step off the immagration ships and onto earth for the first time.
Others prefer the slightly overpriced cantenas. Wether that be the loud public one or the vip suites (some rented by important mystic and political people/families)
And a small few absolutely adore the mini earth history museum, spending all day reading the little plaques written in both English and Basic.
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modernmagiccampaign · 6 years ago
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For the Modern Magic.
How to make a traditional DND Character
Overall,  it's pretty standard, with some minor differences.
Instead of classes/races (although feel free to use one if the au fits it), there are covens, each having completely separate abilities and interactions with each other (explained later)
Instead of cantrip slots, you have MP (Magic points) that is determined by 2 d20s +5. Spells cost 1 or more mp each. You start with 3 spells, and can add more as you go. Note: running out will cause all rolls to be at disadvantage, going below can cause you to blow up (roll a d20, and get higher than the number mp you used for that spell +1 to survive) on the other hand, having 10+ more Mp than your max can also blow you up, (over-9 to beat) long rest to restore. Use wells as item restore
You have the option of having a familiar, and certain types of magic actually require them. Note: you can try to store mp in them, or enchanted objects called wells.
There are safe spots all over the world, but in general the public knows nothing about magic, therefore making casting in public require stealth checks.
You have the innate ability to “flash” your energy in order to intimidate,  or read someone else's magic signature.
Ok, so here come the types of magic
Your energy signature, which is often referred to as an aura pattern is part of what defines your mystical presence, and some contain extra abilities or limitations. Although certain auras are more likely to have certain affinities they are not promised, and unlike affinities you are what you are for life. They rarely affect social status, but it does determine what coven or order you are placed into.
(Many differences in magic that don't otherwise interact are in terms of under or over is due to the result of their first confrontation.)
Astral (Stars)
Astrals are often seen as kind hearted dreamers, but they often have a level of foresight and tend to be extremely lucky. They are Aura's greatest ally despite being weak to it. Their energies are strengthened by astronomical events and become immensely powerful on starships due to their intense connection with space, yet don't do as well underground or in thicker atmospheres. (So we usually go to their mountain temples rather than have them join us in our cave based hq) Most Astrals are in the same order, (The House of the Night, or Night-breds for the caster title*) and hold influence over people's fortunes (think that psychic who only does night readings). They are also in tune with dimensional rifts and can determine when a paritime fracture* forms
Strong against: Mana,
Level with: Ṣẹda, Force
(relatively) Weak against: Aura
Bonuses
+1 to luck rolls
+2 charisma
+ 1 knowlege
Can be a seer, charm speaker or other star/night based ability so long as it's not op.
Aura (loose energy)
The Quivera are the best known users of this energy, but there are a couple other covens and orders with the same basis. Aura is produced by the interference between different elemental energies within the atmosphere of a planet, allowing us to have a good bit of influence on the world around us. As a result our energy can be overpowered by energies produced by individuals like Mana because it tends to form a bubble of more stable energy around where it is concentrated. In this case our bodies will actually recoil when contact is made with the energy in a phenomenon called a 'Mana burn', it hurts like hell yet it begins to heal as soon as distance is added. We cannot produce energy normally in space and require energy to be put into the air on spaceships (oddly enough force sensitives act as energy concentrators that help us tolerate space travel.) Please note that different planets have different energies, which will affect your magic. We tend to strengthen with proximity to a planet's core and as a result many of our temples and bases are underground or carved into stone.
Note: these are likely to require a familiar, ex- The Quivera. ask your dm if you do.
Strong against:, (mild)Astral, (very)Force
Level with: Ṣẹda,
Extreamly Weak against: Mana
Bonuses
+3 performance or deception
+1 dex
Can remain active at -3 health, at the cost of 2 mp per turn, but will die if they run out.
Mana (Control)
Mana users like the Vori or Kaijudo Duel Masters rely on internally produced energy that holds the same range of frequencies as a mystical barrier called the veil. This energy like aura can be solidified into shapes like bubble shields or simple energy weapons, and it has the potential for use with limited teleportation in the hands of the Vori, but the Duelists are capable of reaching past the other side, although details of this 'other side' is held secretly by the order.
Very Strong against: Aura
Level with: Ṣẹda, Force
Weak against: Astral,
Bonuses
+3 to constitution (some spells require a constitution check)
-1 to charisma
Can use energy weapons generated from hilts and teleport or be a summoner using Kaijudo creatures and a gauntlet or make something up and impress your dm.
Ṣẹda (Creation)
Of the five mystical groups, the Atlantis order is well known for their automatons (for us it's because we usually have to clean up after the ones that go rogue). their creations are made and 'brought to life' with the use of soul fragments or bundled up emotions. Also think animated objects and plants, more recently some computer programs.
Gris can manipulate a metal by the same name,
And life charms (bio matter control)
Strong against:
Level with: Aura, Force, Mana, Astral
Weak against:
Bonuses
+4 strength
+1 wisdom
Force (life)
The force is one of the few energies that contains internal factions (Dark/Light/Bendu or Grey) with the kind of differences that almost categorize them as separate entities. This energy is extremely weakened by earth, but elsewhere in the galaxy it produces powerful telekinesis, telepathy, empaths, and a general connection with other living things. The force often behaves like a living being and provides foresight to ask it's followers to strengthen one of the three factions. Jedi are light side, Sith darkside, and there are two parallel factions of neutral called the Bendu and the Grey Jedi. Currently this energy is unstable due to the long term strength of the light side. We hope to help it repair itself through encouraging the Bendu path.
Simplified definitions of strength;
the light side is relatively aloof but comes when it's called so much as you don't ask for more than you need, and it gets kinda evasive when you ask for too much. Think of a child, they want to help, but unless you are doing what it wants it could get bored.
Bonus +3 wisdom
Dark side energy on the other hand likes to be actively used, and may act more efficiently in subconscious tasks but also tends to be addictive and mark it's user (gold+red or silver eyes, premature wrinkling, paranoia, mood instabilities)
Bonus +2 str, +1 persuasion
The Greys are a mix between the two, Bendu is more aggressive and concentated and grey j. Is very life tuned and passive ability based.
Bonus +1 str +1 wis +1 knowledge
Luck Rolls
At any point, you are allowed to roll a d20 to make a random event happen.
I mean anything. Even flaming zombie spiders
Quivera affinities
On your sparrow bracelet, you will find 6 stones, milky quartz, ruby, sugilite, sapphire, emerald, and gaspeite, each one pertaining to an important aspect of our culture, and a symbol of a potential affinity you will develop in your time as a Sparrow.
Milky Quartz is the stone of adaptation or difference. This affinity is rare and references a tendency to change with the situation. The spells best related are ones that cannot be related to a specific job or element, but may be used in either a social or combative way. It is represented by the color White.
Ruby is the stone of Determination. This affinity is commonly associated with active, goal driven people. It tends to be related to direct spells such as attacks. Bearers commonly gain the ability to absorb aura from heat sources. Some have even used this ability to maneuver across the tops of magma fields. It is represented by the color Red
Sugilite, in its deep purple form, is the stone of Patience. This affinity is all about being willing to wait for the right time to move, or. spells related are often about altering perception, and tend to be support spells although they are difficult to use socially, nor do many act as attack spells without a good bit of creativity. But in exchange, some show the ability to create small yet convincing illusion spells using less energy than other affinities, and steal energy from others. It is represented by the color Purple.
Sapphire is the stone of Curiosity. This affinity often relates to a willingness to seek why every chance they get and try to figure out new hows. This stone tends to be related to area effect spells and those meant to aid in observing. Bearers of this stone make up about half of all spell writers. This affinity is represented by the color Blue.
Emerald is the stone of Unity. Associated with Loyalty to their teams, the willingness to aid others and provide for those they care about. Many healing spells and some types of energy transfer are if this affinity. It is not uncommon to find oneself connected to Kaisper plants, occasionally forming the ability to make automations or control a sprout like an extension of themselves. It is represented by the color Green
Gaspeite, in its yellow form, is the stone of Obedience. People with this affinity tend to be realistic in their worldview and very code driven. This stone is often related to persuasion spells and more recently has found itself a knack for dealing with electronics and it has been proven that bearers are capable of turning electricity into aura straight off the power grid. It is represented by the color Yellow
Affinities can be mixed and the most a standard caster can bear is three. If you can cast certain spells in an affinity but not many you may have a 'tinted Quartz' affinity like amethyst.
CLASSES
Specializations
Rank
Guide - a fully fledged Quiveran who sponsors a new recruit, called a Sparrow. Their responsibilities are to help the kid create their own support network and teach them that questions are not to be faced alone. Guides also see their students (typically 1, up to 6 each) through each milestone, including being the last obstacle before facing coronation.
Coronated a fully fledged Quiveran without a sparrow. They have survived coronation and are now allowed to fight in battles or take a sparrow at any time.
Sparrow - a student of the quivera who has yet to go through all their training and the coronation ceremony. Is assigned to a guide within 1 week of joining and typically stays as such for 1-5 years.
Saire - a sparrow who is for any reason not linked to a guide, and usually keeps a more school like approach to learning.
GENERAL
Leader - arranges all planning and supplies for their team, due to a lower need for step by step command in battle they can hold a second position on smaller teams, but never scout due to the need to relay information, check it, and speak with the team in person to finalize plans.
Brute - Brutes are meant to be the protectors of the group and tend to act as living shields whenever anyone is distracted from battle (healing, codebreaking, setting up cameras,) because they are the tanks of the group. Sometimes a group may have the brute hold a second position like scout or leader, but because of their duties to protect they are not allowed to also act as the team medic.
Medic - the group healer both physically and mentally, they are often deemed the key-pin of the team, and so if they get hurt too badly a mission may be canceled or cut short (depending on the scout’s ability level and the availability of temps.) they are trained to a minimum of EMT regulation plus some mystical healing techniques.
Scout - the first one in and often the last one out they gather last minute intel and clear paths, but they also serve as a ‘replacement member’ should anyone become incapacitated during a mission.
Hunter - not directly assigned to any one team, instead there are 3-10 per district. they are in charge of team coordination directly, and take the place of any scout who is either filling in for another teammate or is otherwise unable to be on missions. Otherwise they gather information and/or handle communications/surveillance.
Spy - fully independent they spend much of their time immersed in potential threats as z kind of emergency break. They are trained sabatures who are more than capable of turning a fine tuned organization into a steaming pile of rubble.
Jobs
(District Level)
District captain - their duty is to arrange any supply transfering, banking, and housing for the teams working under them, take care of any crimes committed to or by Quiverans in their district, and handle territory disputes with other covens or orders in any way possible. Districts are usually fairly large, and are only limited to three days travel long. (luckily more populated areas tend to get split up further and may allow smaller districts beneath them.)
Profiteer- these kids are often performers and are in charge of bringing money into the coven. They get to keep 30-85 % of all earnings depending on how much they make (more made more given), the rest go back to the coven and is used to supply missions and get necessities for the coven. These members are often privileged with higher quality supplies.
Recruitment Officer - they find anyone looking for a new path and do their best to make contact and set them on the path to magic, most focus on aura users for the quivera but it is common for one to pick up kids for other covens simply to get them out of bad situations. They are also required to 'unlock' magic in their recruits and give them a quick 101 so the new students can hit the ground running. Make first spell books for kids (mini pamphlets in all reality like the one you are reading now.)
Artiface - protects artifacts in their district and Handle any distribution or loaning. It is their duty to ensure all artifacts in their care are kept safe even when shipped to a separate district or to 'HQ'
Weapons Keeper - runs the district armory and retains the ability to control many supplies in the area.
Spy Keeper - keeps tabs on all district missions and commands all spy's and hunters who are currently within his/her domain
Coven HQ based
Not everyone chooses to go out on a team and spend the rest of their lives doing missions, and we have plenty of options just like the outside world, below are just a couple.
Education Officers - basically professors, although they often lead hands on training and are allowed to make practice missions for their kids (such as the espionage kids hiding little led lights about to show how to cover a room with cameras, or ‘familiar magic’ going into the woods sto try and connect with wild animals around the world)
Teacher's aids - some kids who go out on teams help teachers when they are at hq, but are not around enough to have their own class. Sometimes they hold seminars on anything from swimming to torture resistance tactics.
Forge Keepers - they make weapons in the main forge, both long time classics like swords to new inventions of their own. Coven inventors often hold this title.
Intel Coordinators -  these smart people handle communications throughout the coven and often have access to any kind of documentation (real or forged) that is necessary. They act as
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modernmagiccampaign · 6 years ago
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Setting the scene.
The spaceport is a buisy place. Between the torists, buisnessmen, the newcomers there was never a dull moment.
Some recrument officers waited for potenial alien mystics to step off the immagration ships and onto earth for the first time.
Others prefer the slightly overpriced cantenas. Wether that be the loud public one or the vip suites (some rented by important mystic and political people/families)
And a small few absolutely adore the mini earth history museum, spending all day reading the little plaques written in both English and Basic.
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