Thursday, May 18, 2023

In which we tinker with magic ... again.

 Sitting at the table a couple sessions back.  In the heat of combat Kirkus exclaims ... well, something.  He's hard to understand when the arrows are flying.  Seems he WANTED to cast Hunter's Marck but as he's the closest thing to a healer in the party he knew he HAD to hold on to his goodberries (heh.)  Using that last spell slot is ALWAYS a tough call.  Our game is all about asset management - spells, slots, encumbrance, ammo, hit points, food - so this is the norm.  But what if we could "shift" the problem.

Which is when I fortuitously ran across THIS youtube.  The text version is available here.  We ARE using a similar "rest" rule, so this could easily work.  I sent a rough suggestion to the party and we discussed it at close of play last week.  Heading into 16 days of down time AND taking a week off so next session will be a good time to implement.  Here's the version we're gonna try:

Does NOT apply to cantrips or rituals.

No more slots.  Instead, casting a spell requires a successful spell casting check, one free hand (if needed), and your arcane focus. The level of spells you can cast is as per RAW.

spell casting check DC equals 10 + spell level (including upcast.) Roll 1d20 + proficiency + spell casting ability modifier. (Aerialayna would be +2, Kirkas +3, Dakora +5 and Terestan +6)
 
*additional add: finite number or recasts before the DC check incfreases. May cast up to Arcana check in a magic user, Nature check if Druid or Ranger, Religion if Cleric or Paladin, Performance if Bard ... and I'll make up the rest as needed. 

Failure means spell is lost until next long rest

Nat 20 lets you double EITHER damage dice, number of targets, range, area, or duration. Or recovery of a lost spell.

Nat 1 you either make a sacrifice (Clerics, Druids, Bards, Rangers, Rogues, Paladins) ranging from a 5 gp value at 1st level up to 500 gp at 9th OR suffer an arcane mishap (all other classes.) These result in exhaustion and damage done to all within range.

Sim Sala Bim: a caster who fails a roll MAY supplement their total by sacrificing .... something. Arcane spells cost sanity. No worries until you go over 10. Treatable via lengthy downtime. Primal spells cost exhaustion. Divine spells cost HP. AND the spell is then lost until you get a long rest. Cannot be used on any spell that raises creature above 0 HP.

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