The magic-user's choice. |
Abandon hope all ye who enter here! These heretic house rules were written in the blood of massacred sacred cows. They haven't been properly playstested, because our Old-School Essentials campaign has been in stasis since the plague, when the highest level character just hit level 4. The reason for experimenting with spell points and throwing out memorization is as old as the hobby: most of my players are ambivalent, or at best neutral towards spell slots. I also tampered with clerics, so they have magic at level 1, and don't get both level 3 and level 4 spells on the same level. We'll see how these rules work out in the end, though so far my players liked them and I'm not that worried that it will horribly upset balance or break the game. Or maybe I just don't give a fuck anymore after running DCC RPG for years.
Preparing Spells
Spell casters don’t have to memorize spells. Users of arcane magic can cast any spell within their spellbooks, while users of divine magic can cast any spell from their spell lists.
Spell Points
Instead of spell slots, spell casters use spell points (SP) to cast magic. Casting a spell costs 1+spell’s level spell points. Recovering spell points requires a night of good rest.
Spell casters don’t have to memorize spells. Users of arcane magic can cast any spell within their spellbooks, while users of divine magic can cast any spell from their spell lists.
Spell Points
Instead of spell slots, spell casters use spell points (SP) to cast magic. Casting a spell costs 1+spell’s level spell points. Recovering spell points requires a night of good rest.
Spell caster classes have the following amount of spell points:
Spellburn
When running out of spell points, spellcasters can burn their own hit points. The chance of success is equal to the chance of copying spells (OSE Advanced Fantasy Genre Rules p. 50.) with a penalty of (missing spell points x 10%). The caster spends the remaining spell points to cast the spell, then takes damage equal to the missing amount of spell points.
Success: The spell is successfully cast.
Failure: The spell fails, roll on the table below.
Healing: Spellburn damage temporarily reduces the maximum hit points, which can only be recovered through natural healing.
Spell Mishaps
When spellcasting fails during spellburn roll on the following table to see what happens. In case of thieves failing with scrolls the spellburn damage is 1d6.
- Illusionists, Magic-users: level x 4 SP.
- Clerics, Druids: level x 3 SP.
- Bards: (level-1) x 2 SP.
- Rangers, Samurai: (level-7) x 2 SP.
- Paladins: (level-8) x 2 SP.
Spells become available at the following levels :
Spellburn
When running out of spell points, spellcasters can burn their own hit points. The chance of success is equal to the chance of copying spells (OSE Advanced Fantasy Genre Rules p. 50.) with a penalty of (missing spell points x 10%). The caster spends the remaining spell points to cast the spell, then takes damage equal to the missing amount of spell points.
Success: The spell is successfully cast.
Failure: The spell fails, roll on the table below.
Healing: Spellburn damage temporarily reduces the maximum hit points, which can only be recovered through natural healing.
Spell Mishaps
When spellcasting fails during spellburn roll on the following table to see what happens. In case of thieves failing with scrolls the spellburn damage is 1d6.
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