Nebulous
Legend
I'm thinking of lifting the DCC magic system right out of the game and making it a subclass of warlock. DCC spellcasters already have patrons, so it fits right in. Plus, every spell has a manifestation and corruption table built in, so there are hundreds of wonky effects that can happen, some benign, some really, really bad. Again, this isn't the kind of thing for everyone, but i think it could slide into 5th edition fairly easily for a DM and players willing to try it.
for example:
Wizard Sense
Range: 60’ or more (see below) Duration: 1 round per caster level Casting Time: 1 round Save: None
The caster extends his senses beyond the normal human range to observe distant events or glimpse thetruth.
Manifestation: Roll 1d4: (1) caster’s eyes turn dead white; (2) a third eye opens in the caster’s forehead; (3) fleshy anten-nae extend from the top of the caster’s head; (4) caster’s eyes vanish completely from their sockets.
Corruption: Roll 1d6: (1) caster’s eyes permanently vanish (sight is unaffected); (2) caster gains a permanent third eye;(3) caster’s ears become bat-like; (4) caster’s eyes never close, even in sleep; (5) caster sees meaningless vi-sions from time to time that may interrupt his concentration (judge’s discretion); (6) strange events fromdistant lands can be seen in the caster’s eyes.
Misfire: Roll 1d4: (1) caster observes false events, believing them to be true; (2) caster struck blind and deaf for 1d4hours; (3) caster broadcasts embarrassing or dangerous secrets to those under observation; (4) caster’seyes literally fall out of his head and roll away, blinding him until they are placed back in their sockets.
(i left out the actual spell results)
for example:
Wizard Sense
Range: 60’ or more (see below) Duration: 1 round per caster level Casting Time: 1 round Save: None
The caster extends his senses beyond the normal human range to observe distant events or glimpse thetruth.
Manifestation: Roll 1d4: (1) caster’s eyes turn dead white; (2) a third eye opens in the caster’s forehead; (3) fleshy anten-nae extend from the top of the caster’s head; (4) caster’s eyes vanish completely from their sockets.
Corruption: Roll 1d6: (1) caster’s eyes permanently vanish (sight is unaffected); (2) caster gains a permanent third eye;(3) caster’s ears become bat-like; (4) caster’s eyes never close, even in sleep; (5) caster sees meaningless vi-sions from time to time that may interrupt his concentration (judge’s discretion); (6) strange events fromdistant lands can be seen in the caster’s eyes.
Misfire: Roll 1d4: (1) caster observes false events, believing them to be true; (2) caster struck blind and deaf for 1d4hours; (3) caster broadcasts embarrassing or dangerous secrets to those under observation; (4) caster’seyes literally fall out of his head and roll away, blinding him until they are placed back in their sockets.
(i left out the actual spell results)