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Chapter 6 of 13 · 8 min read

Magic and Spells

Who can use what, stacking limits, backlash, vision and spell rulings.

Magic Items Use by Class#

Magic items do not require attunement.

All classes can use rings, potions, magical armor (with respect to their class limitations), jewelery, etc.

Who Can Use Scrolls?#

Only wizards and clerics can read scrolls.

Those without spellcasting ability (i.e fighter, thieves) cannot activate a scroll's power.

Who Can Use Wands?#

Wands hold stored spells that respond to will and training.

Only Wizards can use any wand.

Who Can Use Staves?#

A staff acts as an extension of a caster's will.

Only wizards and clerics may unlock any magicial or spell casting staves.

Who Can Use Rods?#

Rods are relics of great potency.

Only wizards and clerics can command them.

Magic Stacking and Nature of Magic#

Powerful magic spells and magic items cannot be stacked, not because it is volatile, but because it is the very nature of magic to dissipate under such circumstances. Like water heated to its boiling point, lesser enchantments simply evaporate when a greater one is present. Two smaller magics can build together, but when power grows past the threshold, the weaker effects fade away, leaving only the strongest enchantment behind.

Destination Stacking#

No more than 2 magical effects (spells or items) can apply to the same destination. A destination is any single stat or value, such as AC, attack bonus, damage bonus, a specific Save Roll, a skill, an ability score, etc. All versions of the same thing count as the same destination. This limit also applies to area effects.

Spell and Magic Limitations#

Within a destination, you can benefit from up to 2 modifiers, but only if each one is +2 or lower.

If any single modifier to that destination is +3 or higher, only that highest modifier applies and nothing else stacks with it for that destination.

This rule also applies to penalties, not just bonuses. Helpful and harmful modifiers compete within the same destination. If any single modifier is +3 or higher, or -3 or lower, only the strongest modifier applies, and all smaller modifiers to that destination are ignored.

Examples of Stat Stacking#

A spell +2 AC and an amulet +1 AC stack for a total of +3 AC. Two effects of +2 or lower to the same destination can stack.

A spell +3 AC and a ring +2 AC do not stack. You get only +3 AC total. The +3 effect suppresses the smaller one.

You cannot use a potion +2 AC, a spell +2 AC, magic armor +2 AC, and a magic sword +1 AC all to AC. That is 4 effects trying to reach the same destination. Only 2 may apply. If more than 2 effects would apply, the creature chooses which 2 apply. Max allowed is 2 magical effects per stat if none are +3 or higher.

A potion of +4 Constitution and a spell +3 Constitution do not give +7 Constitution. You take only +4 Constitution, since a modifier of +3 or higher blocks other stacking on that destination.

Magical Resistance vs. Immunity#

These terms define how creatures interact with harmful magic. If you're Resistant to a damage type, you take half damage from that source. If you're Immune, you take no damage at all. Know the difference, it could save your life.

Magical Backlash#

Magical Backlash occurs when a spell, magic item, enchanted zone, or specific rule explicitly says it can cause backlash.

When a target rolls a natural 20 on a Save Roll using 1d20, the save succeeds no matter the Target Number, and the magic fails completely against that target. Magical Backlash applies, the escape is so complete that the spell may twist, rebound, spill over, or accidentally affect the caster instead. The DN decides the exact result at that moment based on the spell and situation.

When you suffer Magical Backlash, you take a -1 penalty to your Constitution score (Backlash on CON doesn't stack). The duration depends on your class: Wizards recover after completing their morning studies, while Cler-ics must finish their morning meditation to clear the effect (see Character Builder).

Touch or Target Range#

Includes Self: Any spell with a range of

"Touch" or "Target" can be cast on yourself. You're always within your own reach.

Trigger Spells#

Some spells have a "Trigger" designation, meaning you can cast them as an instant reaction, interjecting them into the action as it unfolds.

Spell Interruption#

If your spellcasting is interrupted, you lose that spell for the day. The magical energy dissipates, and you cannot cast that particular spell again until you've studied or meditated.

Saving Rolls#

When you cast a spell that allows a save, each target rolls once against that specific casting, no matter how many objects or effects the spell creates. One roll, one result.

Magical Healing#

Magical healing works differently from mundane medicine. Healing spells channel magical/divine/arcane energy directly into the target rather than accelerating biological processes. The magic bypasses natural recovery entirely. Wounds close through its power, not cell regeneration.

It may not function on creatures lacking life force, such as undead, constructs, or certain magical beings. It's fundamentally different from natural healing, which does rely on the body's own systems.

Combat Timing#

In combat, 1 Round is about 5 seconds. 1 minute equals to about 12 Rounds. This conversion matters for spell durations, ritual casting, and any timed effects that bridge narrative and tactical play.

Turn and Round#

A Round is when all in combat has had a Turn.

A Turn is what you do with your 5 seconds i.e. hide, attack, cast a spell, etc.

Day Cycles#

A day runs from 6:00 AM to 5:59 AM the following morning. This defines when daily abilities reset, when spell preparation can occur, and when "per day" effects refresh.

Weary Condition#

When you become Weary through exhaustion, forced marching, magical effects, etc. you suffer a -2 penalty to all Save Rolls. Rest and recovery remove this condition: a full nights rest of 6 or more hours.

Night Vision (True Night Sight): You see normally in natural darkness as if it were daylight. This works outdoors at night and in unlit areas underground. However, magical darkness still blocks your sight completely. Normal obstacles like fog, smoke, and solid barriers affect you as usual. If range for Night Vision is unknown, and is needed, DN uses 60 feet as a default.

Twilight Sight

Outdoors at night, you see in twilight, dusk, dawn, or under a clear full moon as though it were daytime. This ability doesn't function indoors, underground, or in total darkness. It requires some ambient lighting from twilight, dusk, dawn or full moon to work.

Dark Sense

In complete darkness, you have a 40% chance to sense that something is near within a 30-foot radius. You can attempt this once per hour, or whenever the DN calls for a check. Success gives you vague awareness, presence and rough direction only, not precise location, number, or identity. This sense doesn't count as sight and doesn't automatically grant combat advantages unless the DN rules otherwise. It won't pierce walls or barriers.

Thermal Vision

You perceive heat contrasts, warm bodies, hot metal, cooling surfaces, even in total darkness. You can identify living creatures and recent tracks by temperature differences, but fine details, colors, text, and subtle features remain indistinct. Thick stone, metal, glass, heavy insulation, or uniform temperatures can block or confuse thermal vision. Magical darkness doesn't stop heat detection, but solid walls and barriers do. If range for Thermal Vision is unknown, and is needed, DN uses 60 feet as a default.

Vision Adjudication Notes

Magical darkness defeats even Night Vision and Twilight Sight, though Thermal Vision may still detect heat signatures and Dark Sense can ping presence within its rules. When multiple vision modes apply, use whichever gives the clearest result. Don't stack bonuses. Visual illusions fool Night Vision and Twilight Sight. Thermal Vision may see through heatless images. Dark Sense ignores purely visual tricks.

Lower Realm Creatures#

Throughout this guide, references to "undead, demonic, infernal, fiends, and other creatures from the lower realms" all describe beings originating from or connected to dark planes of existence. These creatures can share similar vulnerabilities and resistances.

See DN Guide for further information about realms.

Magic and Spell Resistance#

Magic Resistant and Spell Resistant are the same thing. These terms are interchangeable and refer to the same defensive property.

Wizard Spell Learning#

Wizards can learn new magic by recording and studying scrolls, spellbooks, glyphs, and other magical writings. This allows wizards to expand their repertoire beyond the spells they gain through level advancement. This spell knowledge that is gained occurs in between adventures. Maybe up to several adventures, depending on complicated the spell is. DN discretion.

Spell Scaling#

When a spell scales with your level, the new value for the increased effect overwrites the original stat bonus. The scaling replaces the base value entirely rather than adding to it.

Damage Type Descriptions#

If you read fire damage, thunder damage, force damage, or similar descriptive terms in a spell, it's still physical damage and DR (Damage Reduction) applies. These words are used as descriptive flair and guidance for the DN to help narrate the effect. The damage type describes how the spell manifests, but mechanically it functions as physical damage unless stated otherwise.

Duration Per Level#

When a spell lists duration as "plus X minutes per caster level," this refers to your current level, so adding from earlier levle advacement applies.

Mindless Undead and Mind Saves#

Even though mindless undead like zombies or skeletons have no Intelligence or conscious thought, the Save Roll system in OD represents magical resistance or spiritual recoil, not mental reasoning. So a WIS Mind save isn't about thinking, it's about whether the magic "takes hold" of their animating essence.

Mindless undead do not think, but they may still roll WIS Mind saves when affected by magic targeting their animating essence or spiritual presence. This represents the strength of necromantic energy, not mental reasoning.