Friday, April 8, 2022

Crowfield Magic System Changes

A couple of years agao I posting about Crowfield’s magic system. I’ve made a couple of changes:

Spell Failure

In the original post I said that if the player fails the spell check then “The spell does not take effect, and the character cannot cast any more spells until they get a full night of rest.”

The new version is “The spell does not take effect, and the caster takes 1d6 damage.”

Wait! You mean I can die from casting a spell?
No. Not directly, at least. A failed spell check will never bring you below 1 hit point. If you take more damage than that, the excess is ignored and you fall unconscious. If you happened to be standing on a narrow ledge over a pool of molten lava when you fall unconscious you’ll probably die, but that’s the lava killing you.
How do I regain consciousness?
Starting the round after your spell failure, you can attempt a Constitution save in order to regain consciousness. If you don’t make it that round, you can try again each round thereafter. You can act normally the round after you make the saving throw.
Why did you make this change?
Three reasons: (1) It adds more drama. (2) It makes spell casting a more tactical choice. (3) It de-nerfs higher level spell casters where a single failure made them useless for the rest of the day.

Learn New Spells

In addition to the in-game costs listed in that post, each spell costs 1 XP per spell level.

Epilogue

That’s it for this week. What do you think of the changes? I tried to make it not too deadly!

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