Kyra Fradenburg
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Magic & Music

Author's Note: Magic in D&D and in Twisted Wonderland are different from one another. In Twisted Wonderland, character cards only get two spells that they can fire off when playing the game. Sure in the world itself there are different spells and potions that are accessible to students, but the main focus of the spell casting is organized by the typing of magic. In D&D however, depending on your class typing, you get access to a certain number of spells and a different variety of spells too. For example, Warlocks have more necromancy based spells compared to a Bard that has more hypnosis based spells. I kept the original spells from D&D alone and decided to add the Type Magic from Twisted Wonderland as a bonus spellcasting ability all characters, players or side characters, have access too. The following information goes over how the magic functions in this new world along with the bonuses and conditions that go with the new magic type.

Magic

​Magepen Element dice: Roll a d100 to determine what the Type Magic the player character has access to
  • Fire: 1-25
  • Water: 25-50
  • Flora: 50-75
  • Cosmic: 75-100
 
Each character gets a magepen (unless specified). Since each person has a magepen, they will be able to fire spells from said magepen. Those will only include two (three elements later on after Player Level 10) elements  and will be able to fire three spells before fatigue and blot start to kick in.
 
As players level up and gain more exp, their magepen slots will increase. This will also increase blot rate by a smidge based on player.
 
Everyone starts off with two elements they can wield. Once we get to level 10, everyone will be able to activate their third Spell type. This is to replicate how certain SSR cards in Twisted Wonderland have access to a third spell type.
 
Unique magic:
Unique Magic requires at least 2 sessions before it can be used or developed. Each person is allowed to use Unique magic, but the spell must be worked out with the DM before it can be ok to use.
Unique magic requires 1-2 spell slots (depending on character/unique spell created).
 
Blot:
As players fire more than max spell slots, they will find that their blot levels will rise significantly. This will cause a disadvantage to any other spells that they can cast, magepen or not. They will also slow down.
 
Blot levels:
​
As battles progress, blot levels will increase slightly.
Blot Levels
Time
Description
Value
Spells
Level 1
20 min
Warning that you are entering blot.
-2 proficiency for spells
2
Level 2
40 min
You are starting to feel the fatigue of battle.
-3 proficiency for spells
3
Level 3
1 hr
You feel the blot start to affect your magic.
-3 proficiency for spells, -5 speed
4
Level 4
1 hr 10 min
You are getting dangerously close to Overblotting.
-3 proficiency for spells, -5 speed, roll con d6 save for blindness (7)
5
Level 5
1 hr 20 min
You can see that your vision is dotted in blot. You desperately need to rest.
​-3 proficiency for spells, -5 speed, roll con d6 save for blindness (7)
6
Level 6
1 hr 30 min
You are on your knees as you are closer to Overblot.
-4 proficiency for spells, -5 speed, roll con d6 save for blindness (9)
7
Level 7
1 hr 40 min
​You are one step away from Overblot.
​Roll a con save for Overblotting (+17)
8
​If a PC (Player Character) uses their unique magic, depending on what level they are on, they might increase their blot level.
 
If a PC reaches Level 7 blot, they must roll a con save. If they do not roll high enough, then they Overblot, thus creating another opponent that players must fight against.

Don’t worry though! There is a way to get rid of blot! Like in the game, blot can be reduced through short and long rests. Healing spells can also have a chance to lower blot levels, at the expense of the caster.
 
Overblot:
Once a character reaches Overblot, their attacks do more damage, health is half of original total hp, and they get a 20 min time-limit for other pc’s to knock them unconscious before Overblot person becomes a full blot monster, thus rendering them dead.

Music

Authors Note: None of this music is mine. I did not compose it, nor did I write it. The music belongs to Disney and Aniplex as it is the soundtrack from Twisted Wonderland. 
When I first experienced playing D&D, one of the key features that made the session imersive was the usage of music. Music sets the tone of the atmosphere and can influence the direction of an element in a story. For example in Twisted Wonderland, when certain characters are having a sentimental moment, a slow and somber melody would play in the background, adding feeling to the scene and dialogue. When there is a tense moment, there will also be tense music to add to the immersive environment. I want to replicate that experience and continue building upon my player's world. The following list is my organization of what music fits in the different situations and moods.
Intro/Starting Music:
  • Game BGM 000 (Title)
  • Game BGM 002 (Download)
  • Game BGM 003 (R Lobby)
 
Tension/Anticipation:
  • Story BGM 000
  • Story BGM 007 (cathartic revelation)
  • Story BGM 009 (trouble is brewing)
  • Story BGM 014 (trying to cause conflict)
  • Story BGM 016 (things are getting antsy)
  • Story BGM 018 (you are expected to do something)
  • Story BGM 027 (Spelldrive Stadium)
  • Story BGM 037 (Tartarus, eerily waiting game)
  • CC 002 (Judge from other characters)
 
Battle:
  • Story BGM 001
  • Story BGM 010 (fun battle has begun)
  • Story BGM 017 (more techno based)
  • Story BGM 019 (Looks like battle is our only option)
  • Story BGM 020 (fun but serious battle)
  • Story BGM 021 (boss battle will be happening soon. It’s like seconds away from triggering)

Overblots:
  • Story BGM 024 (Riddle)
  • Story BGM 026 (Leona)
  • Story BGM 029 (Azul)
  • Story BGM 031 (Jamil)
  • Story BGM 035 (Vil)
  • Story BGM 038 (Idia + Ortho)
 
Mystery:
  • Game BGM 001 (mirror gacha)
  • Game BGM 006 (Sports field)
  • Story BGM 015 (unknown force is there)
  • Story BGM 022 (mirror in room)
  • Story BGM 036 (STYX HQ)    
 
Fate rolls:
  • Game BGM 001 (mirror room)
  • Game BGM 013 (gacha pull)
 
Library/Learning place:
  • Game BGM 004 (Trein’s class)
  • Game BGM 008 (Crewel, use for tension)
  • Game BGM 012 (Crowley’s office)
 
Casual:
  • Game BGM 012 (Crowley’s office)
  • Story BGM 003 (normal music)
  • Story BGM 006 (sad info, calm info)
  • Story BGM 008 (normal music)
  • Story BGM 011 (everything is fine now)
  • Story BGM 012 (everything is resolved)
  • Story BGM 013 (wait a minute…/isn’t that…)
  • Story BGM 023 (everything returned to normal)
  • Story BGM 034 (mysterious, then grander)
 
Chaos/Trouble:
  • Story BGM 002 (surprise revelation)
  • Story BGM 005 (surprise revelation pt 2)
 
Majesty:
  • Game BGM 011 (Exam)
  • Game BGM 014
  • Story BGM 004 (grand normal)
  • Story BGM 032 (VDC)
  • Story BGM 033 (RSA)
  • Fairy Gala (Intro, light)
  • Wish upon a Star 000 (lighter)
  • Fairy Gala Remix (like first one, but more etherial)
 
Upbeat:
  • Game BGM 005 (Day)
  • Game BGM 007 (Afternoon)
  • Game BGM 009 (Night)
  • Story BGM 025 (Tea Party)
  • Story BGM 028 (Monstro Lounge, jazzy)
  • Story BGM 030 (Banquet hall, whimsical)
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