{"id":98,"date":"2016-05-25T20:57:00","date_gmt":"2016-05-25T20:57:00","guid":{"rendered":"http:\/\/rpgpunk.com\/index.php\/2016\/05\/25\/magic\/"},"modified":"2016-05-25T20:57:00","modified_gmt":"2016-05-25T20:57:00","slug":"magic","status":"publish","type":"post","link":"https:\/\/rpgpunk.com\/index.php\/2016\/05\/25\/magic\/","title":{"rendered":"Magic"},"content":{"rendered":"<p>This is something I&#8217;ve been fiddling with. Haven&#8217;t used it yet and am unsure if I ever will. <\/p>\n<p><u><span style=\"font-size: large;\">Magic<\/span><\/u><br \/>I&#8217;ve never, ever like Vancian magic in games. I didn&#8217;t grow up playing <b>Dungeons and Dragons<\/b>,  so it holds no special place in my heart. It makes no sense to me why a  magical dude would just forget how to do something he&#8217;s spent his life  working on. Does an architect forget how to draw after drawing a floor  plan? Does the fighter forget how to fight after killing a goblin? No,  of course not. Neither should a magic user.<\/p>\n<p>However,  there should be consequences. Casting magic spells takes a lot out of a  person, one of the reasons that so few people choose to do it. Magic  users don&#8217;t forget their spells; instead, they become so physically and  mentally drained from casting them, that eventually they&#8217;ll collapse  unconscious after reaching a threshold. <\/p>\n<p><b>Spells<\/b> in my home game cost <b>Hit Points<\/b> to cast. The number of <b>HP<\/b> needed to cast a spell is indicated by the spell&#8217;s level. A level 1 spell like <b>Magic Missile<\/b> costs 1 <b>HP<\/b> to cast.&nbsp; The <b>Magic<\/b> skill shows the maximum level of spell that the magic user can cast.&nbsp;  If they cast a spell that would take them below zero HP, they must roll a  <b>Constitution<\/b> save for every level of the spell that would make  the character have zero hit points. . If they cast a spell that is a  higher level than their Magic skill, they must roll a Constitution save  for every level of the spell that is more than their Magic skill.&nbsp; <\/p>\n<p><u><b>Example<\/b><\/u>:<br \/>So  a 1st level magic user with 2 points in the Magic skill and 4 HP can  cast four level 1 spells, two level 2 spells,or one level 2 spell and  two level one spells, per rest cycle without having to roll a  Constitution save. They can cast a 3rd level spell, but will have to  roll to save. They can cast a 4th level spell, but will have to roll two  successful saves, and will be at exactly 0 HP. They can press their  luck and cast a 6th level spell, roll to save 6 consecutive times for  being such a powerful spell, AND roll two more saves, because that spell  would take them to -2 HP. So eight consecutive saves to cast one sixth  level spell at level 1. <\/p>\n<p>Clerical spells work the same, although cleric spells are called prayers and clerics must invoke an higher power who grants them the ability to cast the spell. Functionally though, it&#8217;s the same thing.<\/p>\n<p>This gives the character a little more freedom &#8211; no longer tied to spell slots and able to theoretically cast spells of any level up to 6th, albeit with possible consequence; like falling unconscious in the midst of battle. That just means the character should save those all-or-nothing spell casting moments for when it really matters.<\/p>\n<p>In the post about skills, I mentioned that magic users can cast spells up to 6th level without help. What does that mean, and what kind of help?<\/p>\n<p>The Magic and Religion skills max out at 6 points. This means that the characters can only cast up to 6th level magic spells on their own, free of consequence other than Hit Point loss. Spells from levels 7,8,and 9 are available; the character can learn them and know them but they will always, no matter what level the character is, require a Constitution save to cast. Unless they get help from other people with at least a single point in magic or religion. If the cumulative skill points equals or betters that which is required for the spell, it can be cast without a savings throw for the main caster, but the secondary casters all must roll to save.<\/p>\n<p>Example:<br \/>A 7th level magic user with 6 points in the Magic skill, and 28 Hit Points wants to cast a 9th level spell. They have three lackeys\/aprentices who each have a single skill point in Magic. Together, they can cast the 9th level spell, but the lackeys must each make 8 consecutive saving throws. The 7th level magic user, being a jerk, distributes the 9 HP damage to the lackeys, instead of taking it themselves.<\/p>\n<p>Waaaaaaaaiiit, what? Damage can be distributed?<\/p>\n<p>Yep. The main caster can choose to take all the damage or distribute it equally among the people helping them to cast a spell. This does not require the other persons permission and there is no saving throw.<\/p>\n<p>Also note that any spell level can be cast with the help of others. Not just high level spells.<\/p>\n<p>Keep in mind that certain magical devices can cast high level spells on their own, certain monsters can too, and some devices can grant a caster the ability to cast higher level spells.<\/p>\n","protected":false},"excerpt":{"rendered":"<p>This is something I&#8217;ve been fiddling with. Haven&#8217;t used it yet and am unsure if I ever will. MagicI&#8217;ve never, ever like Vancian magic in games. I didn&#8217;t grow up playing Dungeons and Dragons, so it holds no special place in my heart. It makes no sense to me why a magical dude would just &hellip; <a href=\"https:\/\/rpgpunk.com\/index.php\/2016\/05\/25\/magic\/\" class=\"more-link\">Continue reading<span class=\"screen-reader-text\"> &#8220;Magic&#8221;<\/span><\/a><\/p>\n","protected":false},"author":1,"featured_media":0,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_seopress_titles_title":"","_seopress_titles_desc":"","_seopress_robots_index":"","_seopress_robots_follow":"","_seopress_robots_imageindex":"","_seopress_robots_snippet":"","_seopress_robots_primary_cat":"","_seopress_robots_breadcrumbs":"","_seopress_robots_freeze_modified_date":"","_seopress_robots_custom_modified_date":"","_seopress_robots_canonical":"","_seopress_social_fb_title":"","_seopress_social_fb_desc":"","_seopress_social_fb_img":"","_seopress_social_fb_img_attachment_id":0,"_seopress_social_fb_img_width":0,"_seopress_social_fb_img_height":0,"_seopress_social_twitter_title":"","_seopress_social_twitter_desc":"","_seopress_social_twitter_img":"","_seopress_social_twitter_img_attachment_id":0,"_seopress_social_twitter_img_width":0,"_seopress_social_twitter_img_height":0,"_seopress_redirections_value":"","_seopress_redirections_enabled":"","_seopress_redirections_enabled_regex":"","_seopress_redirections_logged_status":"","_seopress_redirections_param":"","_seopress_redirections_type":0,"_seopress_analysis_target_kw":"","nf_dc_page":"","footnotes":""},"categories":[1],"tags":[],"class_list":["post-98","post","type-post","status-publish","format-standard","hentry","category-uncategorized"],"_links":{"self":[{"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/posts\/98","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/users\/1"}],"replies":[{"embeddable":true,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/comments?post=98"}],"version-history":[{"count":0,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/posts\/98\/revisions"}],"wp:attachment":[{"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/media?parent=98"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/categories?post=98"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/rpgpunk.com\/index.php\/wp-json\/wp\/v2\/tags?post=98"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}