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#ADVENTURE
#R18
#MAGIC
#TRANSMIGRATION
#DANMACHI

A Warlock in Danmachi

This is a crossover between Danmachi and Dungeons & Dragons Update Warning: This will not be updated regularly. My job doesn’t give me reliable access to the internet. On top of that I tend to take my time with writing. The first chapter of this took me at least 40 hours of writing and rewriting to get it to a place I was happy with, just to give an example. Obligatory I own nothing. Detailed Synopsis: *Spoilers, Kinda* As I stated above, this is a crossover between Danmachi and Dungeons & Dragons. Following a shift in the planes of existence the world of Vestothas is merged with Gekai, bringing all of its monster demons and horrors with it. Most of the gods of Vestothas have disappeared, either destroyed by, or hiding from whatever force caused this event. Those that remain aren't exactly friendly faces. Our protagonist, an elf warlock by the name of Farren, is flung head first into the dungeon after his home continent of Slinnelyn became ground zero for this event. The setting for the D&D side is mostly homebrew, using the rulebooks as references. What rulebooks? Mostly 5th edition and Pathfinder, though I do have books going back to 1st edition AD&D that I might use if newer info and stat blocks don’t exist. So if there were characters or locations you wanted to see in the Forgotten Realms, Ebberon, Ravenloft, ect. you probably aren’t going to see it here. I say ‘probably’ because spelljammer tomfoolery is an option. Though one I don’t plan on doing anything with for the foreseeable future. One final thing I’m going to touch on here is magic in D&D. For magic I’m going to be changing things up a little bit. Spell slots, on the tabletop, are a convenient and balanced rule. In writing they never made much sense to me. For the purpose of this book I’m going to be using a less rigid spell system. If you want more information I’ll write a Vol 0 chapter on it. For here all you need to know is that it won’t be too different from the tabletop system, but different enough that spell casters can do things that they normally wouldn’t be able to on the tabletop.

Legonutz_Smurf · Anime & Comics
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#ADVENTURE
#R18
#MAGIC
#TRANSMIGRATION
#DANMACHI

What is a spell slot anyways?

Magic:

As I said in the synopsis, I'm going to be reworking the magic system from D&D. To summarize what I've done, magic now operates more like the Heroes of Might and Magic Games.

Instead of spell slots, every spell caster has a mana pool (Spell points, if you will Donald). The size of this pool is determined by their 'proficiency in spellcraft' (their level).

A first level wizard, instead of having 2 1st level spell slots will have 20 (points, thaums, vi) of mana. 1st level spells cost 10 mana, 2nd level cost 20, so on and so forth.

Does this mean that a level 1 wizard can now cast a 2nd level spell? Technically yes, but practically no. Yes they possess enough mana to power a 2nd level spell, however, they lack the experience and understanding needed to cast such a spell.

Spell levels in D&D aren't just exponentially more powerful, they're also exponentially more complicated. For a level 1 or 2 wizard to cast a level 2 spell, they would either need to be a natural born genius, or have outside help from an item, powerful creature, or an incredibly skilled teacher.

Do cantrips cost 0 mana? Technically no, practically yes. Cantrips are spells so basic, and/or streamlined that by the time you've casted the spell your body has already regenerated the mana it used in casting it. This means that a magic user pacing out their cantrips will drop from physical exhaustion long before suffering any form of magical exhaustion.

The next major mechanical change I'm going to address are spell materials. In this setting spell materials can be substituted with monster stones.

This serves two purposes.

One, it gives the residents of Vestothas a reason to go to the dungeon and by extension Orario.

Finding a unicorn horn is hard for multiple reasons. Killing the colossus a few times is more time efficient and angers less arch druids. The math is there.

Two, I don't need to constantly look up what materials you need for x spell when the MC can just set some monster stones aside after each dive.

I'll still include material cost for people who don't have access to the dungeon, or monster stones, but that's still considerably less back and forth on my end.

Falna's Effect on Magic:

Magic in D&D is a skill, just like woodworking, fishing, alchemy, ect. Anyone with enough time, dedication, and intellect can learn magic. (Or you can just get struck by magical wish lightning created by a beholder's dream and become a wildcast sorcerer. Like a normal person.) Because of this, Falna affects magic the same way it affects any other skill. Simply put, it enhances it. More specifically it enhances it through the mind stat, and development abilities.

Is this broken and abusable? Yes.

Conclusion:

Is there more to say on magic? Yes, but I'm not here to go full thaumaturgist. This simple explanation is enough for you to understand magic's basic mechanics.

The fewer words a magic sword’s name has, the more dangerous it is

you don’t want to be on the wrong end of Dark King Grûtmore’s Edge of Annihilation, don’t get me wrong

but you FOR SURE don’t want to be on the wrong end of something called The Throngler

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