Spells represent forced perception, not projection
Divination spells = heightened awareness
Illusions = noticing falsehoods, not creating them
Detect Magic / Detect Evil: Heightened perception
See Invisibility / True Seeing: Reality acknowledging observation
Guidance / Enhance Ability: Micro-adjustments through foresight
Failed saves may impose:
Disadvantage on next Wisdom save
Short-term madness (DMG)
Repeated divination increases Moon Attention faster
Observers cannot be surprised by supernatural threats
But gain disadvantage on fear or psychic effects
Magic is definition, not energy
Smite = ontological rejection
Radiant damage = reality correction
Divine Smite: Target fails to “exist properly”
Zone of Truth: Imposed certainty
Protection from Evil: Boundary reinforcement
If an Executor hesitates narratively:
DM may remove advantage
Smite damage remains but triggers complication
Doubt can impose temporary loss of Channel Divinity
Executors deal +1 die to supernatural creatures
But radiant magic escalates Moon Attention heavily
Spellcasting = inheritance activation
Sorcery Points = erosion of self
Pact Magic = borrowed existence
Metamagic: Power overriding restraint
Warlock Invocations: Manifestation of the bound entity
Bloodline spells: Unavoidable traits
When using Metamagic or Pact slots:
Roll a d20
On low result (DM-defined), add complication
Failed concentration saves worsen NPC reactions
Bound Heirs regain resources faster
But long rests may introduce narrative changes
Magic is leverage, not force
Enchantment = emotional pressure
Illusion = narrative framing
Charm Person: Emotional leverage, not mind control
Suggestion: Exploiting desire
Calm Emotions: Conflict redirection
Charmed targets remember how they felt
Each success creates:
A debt
A rival
A suspicion
Mediators gain advantage on social spellcasting
But repeated use locks or alters NPC routes
Magic is permission, not command
Spell slots represent prepared conditions
Rituals are central
Ritual spells: Primary power source
Glyphs / Wards: Environmental magic
Summons: Invitations, not control
Ritual casting may require:
HP cost
Exhaustion
Material sacrifice
Failed ritual ≠ fizzles → misfires
Occultists gain enhanced ritual effects
But rushed casting introduces unpredictable outcomes
On a natural 1 while casting:
Spell still resolves
DM introduces:
Narrative fallout
Attention spike
Environmental response
Failure is not negation.
It is consequence.
✔ No math rewritten
✔ No spell lists removed
✔ Familiar classes stay usable
✔ Narrative control is additive
✔ Players feel powerful—but watched