Limitless Magic
The first magic to exist in the Cinket Realm was created by The Trient-God of Creation (TGC). This magic gave certain mortals the ability to do anything within their imagination, hence “Limitless”. The only caveats would be that casting requires a “certain” procedure; physical, mental, and spiritual strength; and general knowledge of what's casting.
Improper casts would lead to a different spell being casted, usually resulting in a magic combustion.
Eventually, most users and races capable of using Limitless Magic were wiped by The God of Limitation (TGL) due to its capabilities.
First Appearance
Creation of Magic
- 2000 FLC
- Refer to Cinket Realm Timeline
"Last" Appearance
Reforming Magic
- 2500 FLC
- Refer to Cinket Realm Timeline
Races Capable of Limitless Magic
Dragons: 100% (Extinct)
Giants: 100% (Extinct)
Fairies: 100% (Now 0%)
Limitation Plague (Limitation Affliction)
The God of Limitation's (TGL) way of eradicating the existence of Limitless Magic was by creating Limitation Affliction, a curse/sickness that affects magic circulation.
Symptoms would include difficulty casting spells and shortness of breath. After 2-3 days, magic users would experience nausea, headaches, and a fever. These symptoms would eventually get worse and worse. On the 4th or 5th day, the magic user would pass away.
Using Limitless Spells (Players)
Limitless spells function nearly the same as regular D&D 5e Magic: you have spells slots called Limitless Slots, and you can cast them however you want.
Limitless Slots
Limitless Slots are only for Enhancement Limitless Spells and Active Limitless Spells. These spell slots limit how many times you can cast Limitless Magic.
Personal Limitless Slots
These spell slots are the first to be used. After you run out of personal limitless slots, you cannot cast any Limitless Magic without gaining them back or by other means.
General ways to recharge Personal Limitless Slots:
- Short Rest: Gain HALF (round-down) of your MISSING Personal Limitless Slots
- Long Rest: Gain ALL of your MISSING Personal Limitless Slots
Spell Types
There are 3 different Limitless Spell Types: Passive Limitless Spells, Enhancement Limitless Spells, and Active Limitless Spells.
Generally, you can only have so much of 1 spell type and so many spells on your toolbelt.
Passive Limitless Spell
These spells can be though of as passives or "perks". If you decide to "equip" them after a short rest, they'll be active the whole game until you remove it. These spells are usually very minor buffs, but can be a game changer for niche situations. These spells will NOT consume a Limitless Slot.
Enhancement Limitless Spell
These spells are the in-between of Passive Limitless Spells and Active Limitless Spells. It's active in the sense that it **will consume a Limitless Slot, but passive in the sense that it has to be applied to something or someone without adding/removing anything extra. An example of this would be temporary body enhancement, increasing the explosion power of a fireball, or amplifying the speed of an arrow.
Enhancement spells should not be able add or remove anything extra to its existing qualities, like adding flames to a sword, detoxifying an animal, or teleporting. Instead, you can set your sword on fire and then increase the flames on the sword; reduce the potency of the poison on the animal; or increase your movement speed on your legs such that it's as if instant teleportation.
In Combat, Enhancement Limitless Spells default to taking 1 Bonus Action.
Active Limitless Spell
If your spell is not a Passive Limitless Spell or Enhancement Limitless Spell, then it is an Active Limitless Spell. It will consume a Limitless Slot.
Basically, Active Spells are only limited to your Level, Lore, and Class. Other than that, you basically can create anything you want!
In Combat, Active Limitless Spells default to taking 1 Action.
Casting Limitless Spells
Casting Limitless Spells more or less function the same as D&D 5e Magic. For most new Limitless casters, it requires a gesture and a phrase.
Creating Limitless Spells (Players)
Wondering how to create Limitless Spells? Well here it is!
At first, Limitless Magic should be seen as a supplementer to your other abilities that eventually becomes a main source of power.
Restrictions
Although it has "Limitless" in the name, there are still limits to what you as a player and as a character can cast.
Levels
The level of your D&D character is the most limiting factor when it comes to everything, which includes Limitless Magic. Every Level increases the amount of spells you can hold and how many spells you can create. Every 3 Levels increases the Magic Strength.
Level 1
Equipment -
- Max Total Spells: 1
- Max Total Passive Spells: 1
- Max Total Enhancement Spells: 0
- Max Total Active Spells: 0
Note: This basically means you can have only 1 passive spell. You cannot have an enhancement spell. You cannot have an active spell.
Creation -
- Magic Strength: 1
- Passive Spell Count: 1
- Enhancement Spell Count: 0
- Active Spell Count: 0
Level 2
Equipment -
- Max Total Spells: 1
- Max Total Passive Spells: 1
- Max Total Enhancement Spells: 1 (+)
- Max Total Active Spells: 0
Note: This basically means you can have only 1 spell, either a passive spell or enhancer spell. You cannot have an active spell.
Creation -
- Magic Strength: 1
- Passive Spell Count: 2 (+)
- Enhancement Spell Count: 1 (+)
- Active Spell Count: 0
Level 3
Equipment -
- Max Total Spells: 1
- Max Total Passive Spells: 1
- Max Total Enhancement Spells: 1
- Max Total Active Spells: 1 (+)
*Note: This basically means you can have 1 spell total. You can have it be any spell type: passive, enhancement, or active.
Creation -
- Magic Strength: 1
- Passive Spell Count: 2
- Enhancement Spell Count: 1
- Active Spell Count: 1 (+)
Level 4
Equipment -
- Max Total Spells: 2 (+)
- Max Total Passive Spells: 2 (+)
- Max Total Enhancement Spells: 1
- Max Total Active Spells: 1
Note: This basically means you can have 2 spells total. You can have both your spells be passives spells. You cannot have 2 enhancement spells. You cannot have 2 active spells.
*Note: Magic Strength has also increased, so you can just have only 1 Strength II passive spell, as Strength II passive spells takes 2 spells total.
Creation -
- Magic Strength: 2 (+)
- Passive Spell Count: 3 (+)
- Enhancement Spell Count: 2 (+)
- Active Spell Count: 2 (+)
Level 5
Equipment -
- Max Total Spells: 3 (+)
- Max Total Passive Spells: 2
- Max Total Enhancement Spells: 1
- Max Total Active Spells: 1
Creation -
- Magic Strength: 2
- Passive Spell Count: 3
- Enhancement Spell Count: 3 (+)
- Active Spell Count: 2
Magic Strength
Limitless Spells have a general "limit" (not again with the limitations 😭) to their strength.
Every Strength Level increases the amount of Limital Effects you can add.
Since Passive Limitless Spells do not consume Limitless Slots, Passive Limitless Spells will scale worse than Enhancement Limitless Spells and Active Limitless Spells.
Limital Effects
Limitless Spells scale by how many Limital Effects you can apply in one spell.
Think of 1 Limital Effect equivalent to 1 "point" you can spend on creating a Magic Spell. You can split that "point" fractionally, but at the cost of it being a weaker effect. A spell with a 0.5 Limital Effect should be 2x weaker than a 1 Limital Effect spell. Refer to Stacking & Splitting for a more in-depth overview about splitting Limital Effects.
When creating Passive Limitless Spells, refer to Passive Limital Effect.
When creating Enhancement Limitless Spells or Active Limitless Spells, refer to Enhancement/Active Limital Effect.
Passive Limital Effect
1 Limital Effect can generally give a Passive Limitless Spell:
- +1 to "uncommon" rolls
- "Uncommon" rolls: For ALL the rolls in a regular session, an "uncommon" roll would be a type of roll that would appear less than or equal to 20%.
- +1 to an Ability Check
- Strength, Dexterity, Constitution, Intelligence, Wisdom, & Charisma checks.
- These stat check WILL NOT increase the specific Ability Check in their category.
- +2 to a Skill Check
- Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, and Survival checks.
When stacking the same roll, refer to Stacking Passives.
- Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, and Survival checks.
Something hard to measure would be "Properties" that aren't simple rolls but more "roleplay". Most likely or not, these points may not cover what roleplay effects you want. So, if this occurs, please let me know. For examples of "Properties", refer to Limitless Magic Spell Examples.
- The first Property is free
- The first Property Effect of that Property is free
- Each new Property will generally take 2 Limital Effects
- Each new Property Effect will generally take 1 Limital Effect
- Property Effects include:
- +2 to "uncommon" roleplay rolls
- "Uncommon" rolls: For ALL the rolls in a regular session, an "uncommon" roll would be a type of roll that would appear less than or equal to 20%.
- Roleplay rolls: Rolls that generally happen during roleplay
- +1 to "uncommon" rolls
- "Uncommon" rolls: For ALL the rolls in a regular session, an "uncommon" roll would be a type of roll that would appear less than or equal to 20%.
- +2 to "uncommon" roleplay rolls
- When stacking the same roll, refer to Stacking Passives.
Hopefully it's apparent, but these DO NOT include everything there is or what you can do to creating a Passive Limitless Effect. If you want other passives (i.e. extra reactions, extra actions, more magic slots, etc.), then let me know, we'll have a growing list of "Unique Passive Property Effects" below here.
Unique Passive Property Effects:
- Extra Magic Slots
- Each Magic Slot will take 1 Limital Effect Multiplied by the Magic Slot Level Squared
- 1 Level 3 Wizard Magic Slots will take: 9 Limital Effects
- Refer to Stacking Passives to add multiple Magic Slots of the same kind.
- Each Magic Slot will take 1 Limital Effect Multiplied by the Magic Slot Level Squared
- Extra Action
- Would probably be 10-15 Limital Effects due to how strong this would be later
- Movement Speed
- +5ft every 1 Limital Effect
- AoE Team Passive Range
- Giving everyone nearby a passive
- +15ft every 1 Limital Effect
- Not on here? Ask me!
Enhancement/Active Limital Effect
1 Limital Effect can generally give an Enhancement Limitless Spell or Active Limitless Spell:
- +10 Damage Once
- Damage is rolled
- +1 to "uncommon" rolls
- "Uncommon" rolls: For ALL the rolls in a regular session, an "uncommon" roll would be a type of roll that would appear less than or equal to 20%.
- +1 to an Ability Check
- Strength, Dexterity, Constitution, Intelligence, Wisdom, & Charisma checks.
- These stat check WILL NOT increase the specific Ability Check in their category.
- +2 to a Skill Check
- Deception, History, Insight, Intimidation, Investigation, Medicine, Nature, Perception, Performance, Persuasion, Religion, Sleight of Hand, Stealth, and Survival checks.
Something hard to measure would be "Properties" that aren't simple rolls but more "roleplay". Most likely or not, these points may not cover what roleplay effects you want. So, if this occurs, please let me know. For examples of "Properties", refer to Limitless Magic Spell Examples.
- The first Property costs 1 Limital Effect
- The first Property Effect of that Property is free
- Each new Property will generally take 2 Limital Effects
- Each new Property Effect will generally take 1 Limital Effect
- Property Effects include:
- +2 to "uncommon" roleplay rolls
- "Uncommon" rolls: For ALL the rolls in a regular session, an "uncommon" roll would be a type of roll that would appear less than or equal to 20%.
- Roleplay rolls: Rolls that generally happen during roleplay
- +1 to "uncommon" rolls
- "Uncommon" rolls: For ALL the rolls in a regular session, an "uncommon" roll would be a type of roll that would appear less than or equal to 20%.
- +2 to "uncommon" roleplay rolls
Stacking & Splitting
Stacking Passives
The biggest balancing issue would be using all your Limiting Effects into one Effect, such that you'd have a Passive Limitless Spell of Strength III that gives +8 to one specific Ability check, or 3 Passive Limitless Spells of Strength I that give +2 to one specific Ability check AND 3 properties with their own effects.
So to fix this, every new stack will cost +0.5x more Limitless Effects of the original stack cost.
Examples:
- +4 Skill check would cost 2.5 Limital Effects.
- 1 Limital Effect each, 2 Stacks
- 1 + 1(1.5) = 2.5
- +3 Ability check would cost 4.5 Limital Effects.
- 1 Limital Effect each, 3 Stacks
- 1 + 1(1.5) + 1(2) = 4.5
- 2 Level 4 Magic Slots would cost 40 Limital Effects.
- 16 Limital Effects each, 2 Stacks
- 16 + 16(1.5) = 40
To avoid the second issue, spells effects made by the same creator WILL NOT stack.
Splitting Limital Effects
You can split 1 "1 Limital Effect" to 2 "0.5 Limital Effects", or "2 Fractional Limital Effects". You CANNOT stack PASSIVE Fractional Limital Effects.
Fractional Limital Effects
In essence, Fractional Limital Effects is "half" the effectiveness of a regular Limital Effect. In most cases, half of a regular Limital Effect results in a whole number, but if it doesn't, you cannot have the halved Limital Effect be a fractional number. You CANNOT stack PASSIVE Fractional Limital Effects.
Valid Fractional Limital Effects:
- Passive: +1 Ability check
- 1 Limital Effect each, 0.5 Stacks
- Will cost 0.5 Limital Effects
- Active: +35 Damage
Invalid Fractional Limital Effects:
- Passive: +3 Ability check
- 1 Limital Effect each, 1.5 Stacks
- You cannot stack PASSIVE Fractional Limital Effects
- Enhancement: +2.5 Stat check
- You CANNOT have fractional numbers
Strength I
Passive -
- Total Spell Size: 1
- Passive Limital Effects: 1
Enhancement -
- Limitless Slot Consumption: 1
- Total Spell Size: 1
- Enhancement Limital Effects: 2
Active -
- Limitless Slot Consumption: 1
- Total Spell Size: 1
- Active Limital Effects: 3
Strength II
Passive -
- Total Spell Size: 2
- Passive Limital Effects: 2.5
Enhancement -
- Limitless Slot Consumption: 2
- Total Spell Size: 1
- Enhancement Limital Effects: 4
Active -
- Limitless Slot Consumption: 2
- Total Spell Size: 1
- Active Limital Effects: 5
Strength III
Passive -
- Total Spell Size: 3
- Passive Limital Effects: 4
Enhancement -
- Limitless Slot Consumption: 2
- Total Spell Size: 2
- Enhancement Limital Effects: 7
Active -
- Limitless Slot Consumption: 3
- Total Spell Size: 2
- Active Limital Effects: 8
Classes
The class of your D&D character restricts what spells you can create. Here are some spell types the class CANNOT create:
Artificer
Barbarian
Bard
Cleric
Druid
Fighter
Monk
Paladin
Ranger
Rogue
Sorcerer
Warlock
Wizard
Note: I probably don't and won't have much on this list because there are a lot of restrictions to think about. So right now, "common sense" like: "Fighters cannot create long-ranged magic" or "Wizards cannot create healing magic" will be applied. Additionally, your class weakness should still be apparent.
If you believe that you should be able to create a certain spell but is restricted by your class, let me know and we can work it out. In most cases, backstory lore and session experience can derestrict these restrictions.
Multi-Classing
When multi-classing, your highest level class will take effect. If it's a tie, you can choose which class. That will be your Class-Related Limitless Magic Criteria until you level up.
Lore
If Levels limits the strength and how many spells you can create; Classes limits what kind of spells you can create; then Lore will limit your character's creativity of what spells you can create. What this means is that your character should not know the idea of "Instant Teleportation" without seeing it in action or they "invent" the spell themselves. Additionally, the spells that they create should resonates with them; they shouldn't have the ability to "Create Earth Walls" if nothing about them or their backstory talks about earthbending, building, "protecting", or other factors that would lead to that spell.
This makes it such that it is up to you, as a player, to restrict your Limitless Magic.
DM Note
As a DM, it is my job to make every player character "equal" and have every player character have their "shining moment". So, if you want super-dimensional time-travel magic because you dream of the stars and other dimensional beings, then in my eyes, you already have your "shining moment" which is your magic that you'll be casting. Moreover, my job to make every player character "equal" would lead to major restrictions and nerfs, which could hurt everyone's experience.
A suggestion would be to start with a simple idea (i.e. fire, speed, poison, emotions) that relates to your backstory. Then, if you have a more complex magic type that you want to explore, let me know and during the campaign, you could discover that and learn that magic type. 😉
Template
This is just a template to give an idea of what should be on Passive Limitless Spells, Enhancement Limitless Spells, and Active Limitless Spells. You do not have to follow this format one-to-one, but it should cover the same things (Spell Name, Spell Type, Effects, etc.)
Variables
spell_name
: The name of your spell
short_description
: A description of your spell
effect_X
: The certain effect of your spell
range_in_feet
: How far you can cast the spell.
duration_in_rotations_and_seconds
: How long your spell lasts. Only important for lingering effects
cast_time_in_rotations_and_seconds
: How long it takes for your spell to cast. Can be instant.
use_case_noncombat
: A noncombat use case of the spell
use_case_combat
: A combat use case of the spell
- Use cases are for me to understand how you would/could use them in a given scenario. This is especially helpful for very niche or broad spells, as it shows the viability of the spell and whether it needs tweaking.
Passive
spell_name
(Passive)
Description: short_description
Effects:
effect_1
effect_2
- ...
Use Cases:
use_case_noncombat
use_case_combat
Enhancement
spell_name
(Enhancement)
Description: short_description
Effects:
effect_1
effect_2
- ...
Range: range_in_feet
Duration: duration_in_rotations_and_seconds
Cast Time: optional_cast_time_in_rotations_and_seconds
...
Use Cases:
use_case_noncombat
use_case_combat
Active
spell_name
(Enhancement)
Description: short_description
Effects:
effect_1
effect_2
- ...
Range: range_in_feet
Duration: optional_duration_in_rotations_and_seconds
Cast Time: optional_cast_time_in_rotations_and_seconds
...
Use Cases:
use_case_noncombat
use_case_combat
- ...
Examples
Here are some examples of Limitless Magic examples
Slime (Strength I)
Slimy Skin (Passive)
Description: You have "slimy skin" that makes it easy to get out of grabs and move easier in liquid-based terrain.
Effects:
- Adds slippery slime around your whole body, clothes, and weapons
- DM Note: Some actions may be in slight disadvantage because you are slippery/slimy.
- DM Note: Can you explain the properties of the slime? (Odor, flammability, etc.)
- Most items will swing faster (+1 to these rolls)
- Most thrown or shot items will travel with less air resistance (+1 to these rolls; +5 ft)
- DM Note: Since this is a Strength I Passive magic, only pick the "Swing Effect" or "Thrown/Shoot Effect". Once you are able to equip more passive spells, you can make another "Slimy Skin" variant that gives the other effect.
Use Cases:
- I'm running away and a guard grabs my wrist. I use my Slimy Skin to escape their grab easier.
- DM Note: +2 Athletics/Acrobatics Saving Throw
- I throw my dagger across the battlefield. Since I have Slimy Skin and the dagger should be covered in slime, it'll travel faster and farther.
Slimy Concoction (Enhancement)
Description: Modify the viscosity and stickiness of any nearby slimy substance.
Effects:
- Increase/decrease the thickness of 50 pounds of slime
- Increase/decrease the stickiness of 50 pounds of slime
Range: 30 ft
Duration: 3 Rotations, 5 Minutes
Cast Time: Instant (1 Bonus Action)
Use Cases:
- Applying slime onto my hands and feet, I use Slimy Concoction to turn the applied slime to a glue-like substance to climb walls easier.
- DM Note: Advantage given for Athletics roll
- Leave slime around the battlefield. On a reaction, if the creature is on the tiles you applied slime on, I use Slimy Concoction to Entangle the creature.
- DM Note: Will work the same way as Druid's Entangle
Slime Blast (Active)
Description: Fire a bunch of slime in front of you with high velocity.
Effects:
- 2d12 + 2 Bludgeon Damage to ALL creatures the Radius
- Creature is pushed back 5 ft
- Creature is covered in a sticky-vicious slime
- -10 ft movement
- -1d4 to all rolls involving body movement
Range: 20 ft
Radius: 5 ft
Duration: 2 Rotations, 5 Minutes
Cast Time: Instant (1 Action)
Use Case:
- I use Slime Blast to blow open a wall.
- I use Slime Blast to demolish the 3 skeletons in front of me.
- DM Note: Must still roll to attack to deal damage and knockback, but all creatures will be covered in slime regardless of failing to hit.