This is a replacement for the default magic system to make it both more thematic and standardized it for ease of play. The player rolls a D20 then on success either rolls for damage or nothing happens. The GM might to roll for a save if it's a status effect of some kind, but not always. It all works the same mechanically with the results, effects and situations being the only differences. This system also means no more wasted time looking up how a spell works because the player builds there super powers so they know what they are and how they work. It also makes magic a much more thematic experience where the it is more tied to the narrative of the character. It also allows magic to be used more interactively than just reading a paragraph and it doing a thing.
Key Terms
Term
Description
Super Power
This is a verb noun pairing that determines what the player can use there super powers to do.
Points
To use a super power the player spends points to add duration, power, range, radius, status effects, and special attributes. The maximum points the a player can use in a action is the player level + 3 with and bonus action being half this number and a reaction being ¼ this number.
Stat modifier
The player picks a stat modifier that is added to a D20 roll when they use super powers. It is no longer determined by class.
Target
The number to beat by rolling a D20 and adding your proficiency bonus and stat modifier. This number increases by using points. If the player is a full caster it only adds ¼ of the number of points used to the target. Half caster half the number added to the target and non casters just add the number of points used.
Minimum Target
After a long rest the target reverts to this number that can be positive or negative based on the number of powers chosen during character creation.
Making a Power During Character Creation
A power is a Noun and a Verb. The Noun can be anything, shadows, fire, earth, books, whatever. The verb determines what the player can spend points on when they use the super power (see bellow).
Verb
Allows the player to spend points to add
Create
Duration, allows for the use of the power without the noun existing in the environment (IE. You can use fire without there already being fire)
Throw
Range
Shape
Radius of effect
Empower
Damage (does a base of 1d6, this lets you add more die)
Control
Allows the creation of status effects
Summon
Allows the creation of a summon creature that acts as a familiar. The more points spent add a D6 to either the damage the familiar can do or it's health. It lasts for 10 times it's health in minutes.
Transform
Allows the player to use a noun to transform and replace there health and attack with that of there new form. The points spent add a D6 to either the damage or it's health. It lasts for 10 times it's health in minutes.
The casting type of the class of the player determines what there minimum target starts at. The player increases this by 5 for each starting power they select.
Type of Caster
Minimum Target
Full Caster
(Wizard, Sorcerer, Cleric, Druid)
-20
½ or ¼
(Bard, Warlock, Ranger)
-10
Not a Caster
(Fighter, barbarian, monk, etc)
-5
Flaws
The player can say that a power is flawed, this can mean anything from not being able to add your proficiency bonus or stat modifier to your rolls to use your super powers to no being able to use your powers in situations (say when your wet for example). These flaws lower your minimum target based on how server the GM considers the flaw. These flaws are global to all your powers.
Type of Caster
Minimum Target
Major Flaw
-10
Flaw
-5
Minor flaw
-2
Using a Power
Each player can use a power once per round as either a action, bonus action, or a reaction. First the player is limited in what they can spend points on by the powers they have (see above), they are also limited by if they use it as a action, bonus action, or reaction. A action is limited to there character level +3 with the bonus action being half that and the reaction being ¼ that number. The player declares how many points that want to use and describe what they want to do. Bellow are the things that can be used to define a super power.
Name
Effect Per Point Spent
Range
+50 ft from caster
Radius of Effect
+5 ft in circle from center of spell effect
Power
(Damage / healing/ health or damage of summoned creatures)
+ 1D6
Duration
+ 1 turn of duration
Status Effect
One status effect in the Player's hand book. The DC for the enemy to save starts at 10 and increases by 1 for each point used.
Once the GM agrees then the player rolls the d20 adds the proficiency bonus and stat modifier. If they beat there current target plus the amount of points they are using then they use there powers otherwise they don't. A natural 20 is always a success.
Summoning Creatures / Transformation
You can summon, tame, or animate a creature or transform into a creature. In this case the Range is the range the creature can attack, Radius of Effect is the size of the creature. Power is both damage and health. The player decides how many dice add to health (rolled imminently) and damage dice (rolled when it attacks). The creatures health is multiplied by 10 to determine how many minutes is lasts. Duration is the duration of the creatures attack.
Special Considerations
Wizards
Arcane Tradition (2 level) pg 115
Instead of getting spell slots on a short rest the Wizard now can cut there target in half on a short rest, can not go below 0.
Learning Spells of 1 Level and Higher pg 114
Wizards gain a new power every three levels instead of getting new spells every level. Spell books are no longer used.
Arcane Traditions(2 level) pg 115
Any spell your tradition gives you access to works like old spells did because they are considered class features. Most of them are fine, we will talk about specific cases as they become a problem.
Sorcerers
Flexible Casting pg 101
Instead of being able to trade spell slots for sorcerer points and sorcerer points for spell slots the player can now trade +2 to there target for 1 sorcerer point or spend 2 sorcerer points to get -1 to there target.
Meta Magic pg 101
Quicken spell now gives you the ability to use two powers in a round. Heightened Spell now gives you advantage on your power check, instead the the target disadvantage. Twinned spell now requires Sorcery points equal to the points spent on the spell.
Clerics
Divine Domains pg 59
You don't get spells but should chose powers similar to the flavor that the spells were.
Channel Divinity pg 58
Your channel divinity works just like in the book.
NOTE:
You are the only class that can heal.
Bards
College of Lore pg 54
College of Lore now gives extra powers instead of spells, but it don't need to match your power modifier.
Warlocks
Eldritch Blast is the only Cantrip that carries over, it being central in the class features. It works like a ranged attack and is considered a class feature not a spell.
Otherworldly Patrons pg 108
You don't get spells anymore but should pick powers similar to the spells flavor.
Eldritch Invocations pg 110
Basically these will add to your powers. Book of Ancient Secrets might go away.
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Super Powered D&D 5E
What is it?
This is a replacement for the default magic system to make it both more thematic and standardized it for ease of play. The player rolls a D20 then on success either rolls for damage or nothing happens. The GM might to roll for a save if it's a status effect of some kind, but not always. It all works the same mechanically with the results, effects and situations being the only differences. This system also means no more wasted time looking up how a spell works because the player builds there super powers so they know what they are and how they work. It also makes magic a much more thematic experience where the it is more tied to the narrative of the character. It also allows magic to be used more interactively than just reading a paragraph and it doing a thing.
Key Terms
Term
Description
Super Power
This is a verb noun pairing that determines what the player can use there super powers to do.
Points
To use a super power the player spends points to add duration, power, range, radius, status effects, and special attributes. The maximum points the a player can use in a action is the player level + 3 with and bonus action being half this number and a reaction being ¼ this number.
Stat modifier
The player picks a stat modifier that is added to a D20 roll when they use super powers. It is no longer determined by class.
Target
The number to beat by rolling a D20 and adding your proficiency bonus and stat modifier. This number increases by using points. If the player is a full caster it only adds ¼ of the number of points used to the target. Half caster half the number added to the target and non casters just add the number of points used.
Minimum Target
After a long rest the target reverts to this number that can be positive or negative based on the number of powers chosen during character creation.
Making a Power During Character Creation
A power is a Noun and a Verb. The Noun can be anything, shadows, fire, earth, books, whatever. The verb determines what the player can spend points on when they use the super power (see bellow).
Verb
Allows the player to spend points to add
Create
Duration, allows for the use of the power without the noun existing in the environment (IE. You can use fire without there already being fire)
Throw
Range
Shape
Radius of effect
Empower
Damage (does a base of 1d6, this lets you add more die)
Control
Allows the creation of status effects
Summon
Allows the creation of a summon creature that acts as a familiar. The more points spent add a D6 to either the damage the familiar can do or it's health. It lasts for 10 times it's health in minutes.
Transform
Allows the player to use a noun to transform and replace there health and attack with that of there new form. The points spent add a D6 to either the damage or it's health. It lasts for 10 times it's health in minutes.
The casting type of the class of the player determines what there minimum target starts at. The player increases this by 5 for each starting power they select.
Type of Caster
Minimum Target
Full Caster
(Wizard, Sorcerer, Cleric, Druid)
-20
½ or ¼
(Bard, Warlock, Ranger)
-10
Not a Caster
(Fighter, barbarian, monk, etc)
-5
Flaws
The player can say that a power is flawed, this can mean anything from not being able to add your proficiency bonus or stat modifier to your rolls to use your super powers to no being able to use your powers in situations (say when your wet for example). These flaws lower your minimum target based on how server the GM considers the flaw. These flaws are global to all your powers.
Type of Caster
Minimum Target
Major Flaw
-10
Flaw
-5
Minor flaw
-2
Using a Power
Each player can use a power once per round as either a action, bonus action, or a reaction. First the player is limited in what they can spend points on by the powers they have (see above), they are also limited by if they use it as a action, bonus action, or reaction. A action is limited to there character level +3 with the bonus action being half that and the reaction being ¼ that number. The player declares how many points that want to use and describe what they want to do. Bellow are the things that can be used to define a super power.
Name
Effect Per Point Spent
Range
+50 ft from caster
Radius of Effect
+5 ft in circle from center of spell effect
Power
(Damage / healing/ health or damage of summoned creatures)
+ 1D6
Duration
+ 1 turn of duration
Status Effect
One status effect in the Player's hand book. The DC for the enemy to save starts at 10 and increases by 1 for each point used.
Once the GM agrees then the player rolls the d20 adds the proficiency bonus and stat modifier. If they beat there current target plus the amount of points they are using then they use there powers otherwise they don't. A natural 20 is always a success.
Summoning Creatures / Transformation
You can summon, tame, or animate a creature or transform into a creature. In this case the Range is the range the creature can attack, Radius of Effect is the size of the creature. Power is both damage and health. The player decides how many dice add to health (rolled imminently) and damage dice (rolled when it attacks). The creatures health is multiplied by 10 to determine how many minutes is lasts. Duration is the duration of the creatures attack.
Special Considerations
Wizards
Arcane Tradition (2 level) pg 115
Instead of getting spell slots on a short rest the Wizard now can cut there target in half on a short rest, can not go below 0.
Learning Spells of 1 Level and Higher pg 114
Wizards gain a new power every three levels instead of getting new spells every level. Spell books are no longer used.
Arcane Traditions(2 level) pg 115
Any spell your tradition gives you access to works like old spells did because they are considered class features. Most of them are fine, we will talk about specific cases as they become a problem.
Sorcerers
Flexible Casting pg 101
Instead of being able to trade spell slots for sorcerer points and sorcerer points for spell slots the player can now trade +2 to there target for 1 sorcerer point or spend 2 sorcerer points to get -1 to there target.
Meta Magic pg 101
Quicken spell now gives you the ability to use two powers in a round. Heightened Spell now gives you advantage on your power check, instead the the target disadvantage. Twinned spell now requires Sorcery points equal to the points spent on the spell.
Clerics
Divine Domains pg 59
You don't get spells but should chose powers similar to the flavor that the spells were.
Channel Divinity pg 58
Your channel divinity works just like in the book.
NOTE:
You are the only class that can heal.
Bards
College of Lore pg 54
College of Lore now gives extra powers instead of spells, but it don't need to match your power modifier.
Warlocks
Eldritch Blast is the only Cantrip that carries over, it being central in the class features. It works like a ranged attack and is considered a class feature not a spell.
Otherworldly Patrons pg 108
You don't get spells anymore but should pick powers similar to the spells flavor.
Eldritch Invocations pg 110
Basically these will add to your powers. Book of Ancient Secrets might go away.