Besides Magic Missile, my elf, Absalom, possesses Force Manipulation.

When he cast it for the very first time, he summoned an apple-sized sphere of force and threw it at an alligator which was about to eat one of his comrades in a small stream. It did 1d6 damage. Not much, but enough to distract the gator for a round.

I’m highlighting Force Manipulation because it demonstrates how different spell effects from other editions of D&D can be combined into a single spell in DCC RPG.

Force Manipulation takes Shield, Tenser’s floating disc, Wall of Force, and Sphere of Invulnerability and packs them all into one spell descriptor. The power that you invoke all depends on how high you roll on your spellcheck.

The basic effect is that apple-sized sphere. If you roll 14-17 you summon the near-equivalent of Tenser’s Floating Disc. With higher results you bring about magic walls of force, with the highest result (32+) granting  a massive 20 foot square per level wall which protects against all physical attacks, all spells, and all dragon breath and can last for days or until it takes 300 points of damage.

There’s something elegant about this. Instead of having a wizard or spellcaster hunt down three or four separate spells for each desired, they’re all bundle into one.

For example, in recent game Absalom summoned a floating disc to retrieve a magic wand from a potentially trapped pedestal, then later summoned a magic shield to protect his allies. The referee lamented, for a second, as he misinterpreted the effect as a Wall of Force. Nope, just a +4 AC bonus.

Warning: Don’t roll a or nasty things might happen.

In a previous session, a wizard in the group botched his roll and received corruption. Now, once per day at the judge’s discretion, a wall of force bars the caster’s way for 1d3 rounds…


Yet that’s why you burn your luck points to avoid corruption. But deciding when you should or should not burn luck is a whole other topic…