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

"Last" Appearance

Reforming Magic

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:

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 -

Creation -

Level 2

Equipment -

Creation -

Level 3

Equipment -

Creation -

Level 4

Equipment -

Creation -

Level 5

Equipment -

Creation -

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:

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.

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:

Enhancement/Active Limital Effect

1 Limital Effect can generally give an Enhancement Limitless Spell or Active Limitless Spell:

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.

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:

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:

Invalid Fractional Limital Effects:

Strength I

Passive -

Enhancement -

Active -

Strength II

Passive -

Enhancement -

Active -

Strength III

Passive -

Enhancement -

Active -

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

Passive

spell_name (Passive)
Description: short_description
Effects:

Use Cases:

Enhancement

spell_name (Enhancement)
Description: short_description
Effects:

Range: range_in_feet
Duration: duration_in_rotations_and_seconds
Cast Time: optional_cast_time_in_rotations_and_seconds
...

Use Cases:

Active

spell_name (Enhancement)
Description: short_description
Effects:

Range: range_in_feet
Duration: optional_duration_in_rotations_and_seconds
Cast Time: optional_cast_time_in_rotations_and_seconds
...

Use Cases:

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:

Use Cases:

Slimy Concoction (Enhancement)
Description: Modify the viscosity and stickiness of any nearby slimy substance.
Effects:

Range: 30 ft
Duration: 3 Rotations, 5 Minutes
Cast Time: Instant (1 Bonus Action)
Use Cases:

Slime Blast (Active)
Description: Fire a bunch of slime in front of you with high velocity.
Effects:

Range: 20 ft
Radius: 5 ft
Duration: 2 Rotations, 5 Minutes
Cast Time: Instant (1 Action)
Use Case: