[~ Magic ~]
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[~ Magic ~]
Arcane
Sanity
All arcane spell casters possess a Sanity bar and a Sanity score. The Sanity bar is equal to the caster's Constitution score plus half their total class levels and the Sanity score is equal to 5 times their Wisdom score. Arcane magic is wild and dangerous to wield and manipulate, bringing a cost to the user. Every time a caster uses a spell, their Sanity bar fills with an amount of ticks equal to the spell's level. A caster's sanity bar lowers by 1 tick for every 24 hours that pass since the first tick was added to the bar.
If a caster's sanity bar is full and they cast a spell, they take damage to their Sanity score equal to the spell's level. For every 10% of their Sanity score they lose, the caster takes a stacking -1 to all rolls and checks that aren't associated with spell casting. When a caster's Sanity score hits 0 they die and turn to solid stone. A caster killed in this manner can only be brought back by a Wish, Miracle or similarly powerful spell or effect.
A caster heals damage to their Sanity score at a rate of their Charisma modifier every 24 hours. A caster only heals damage to their Sanity score if their Sanity bar has been empty for at least 24 hours previously.
Divine
Because of the strange alignments of the planes and the recovering, erratic strength of the gods, divine casters do not receive spells as they would like. When a divine caster prepares or regains their spells they must roll a d20 and consult the following:
1: The caster receives their full allotment of spells for the day but do not know what spells they are. Whenever the caster attempts to cast a spell, the DM rolls randomly to determine what spell actually occurs.
2: The caster receives one quarter their normal allotment of spells for the day.
3-12: The caster receives one half their normal allotment of spells for the day.
13-20: The caster receives their normal allotment of spells for the day.
Magic weapons, armor and items
Magic items, weapons and armor now cost twice as much to purchase but cost the same amount to produce. This price hike is because of the dangers that now exist from simply working arcane magic and arcane magic is far more commonly used to produce such curios than divine.
Sanity
All arcane spell casters possess a Sanity bar and a Sanity score. The Sanity bar is equal to the caster's Constitution score plus half their total class levels and the Sanity score is equal to 5 times their Wisdom score. Arcane magic is wild and dangerous to wield and manipulate, bringing a cost to the user. Every time a caster uses a spell, their Sanity bar fills with an amount of ticks equal to the spell's level. A caster's sanity bar lowers by 1 tick for every 24 hours that pass since the first tick was added to the bar.
If a caster's sanity bar is full and they cast a spell, they take damage to their Sanity score equal to the spell's level. For every 10% of their Sanity score they lose, the caster takes a stacking -1 to all rolls and checks that aren't associated with spell casting. When a caster's Sanity score hits 0 they die and turn to solid stone. A caster killed in this manner can only be brought back by a Wish, Miracle or similarly powerful spell or effect.
A caster heals damage to their Sanity score at a rate of their Charisma modifier every 24 hours. A caster only heals damage to their Sanity score if their Sanity bar has been empty for at least 24 hours previously.
Divine
Because of the strange alignments of the planes and the recovering, erratic strength of the gods, divine casters do not receive spells as they would like. When a divine caster prepares or regains their spells they must roll a d20 and consult the following:
1: The caster receives their full allotment of spells for the day but do not know what spells they are. Whenever the caster attempts to cast a spell, the DM rolls randomly to determine what spell actually occurs.
2: The caster receives one quarter their normal allotment of spells for the day.
3-12: The caster receives one half their normal allotment of spells for the day.
13-20: The caster receives their normal allotment of spells for the day.
Magic weapons, armor and items
Magic items, weapons and armor now cost twice as much to purchase but cost the same amount to produce. This price hike is because of the dangers that now exist from simply working arcane magic and arcane magic is far more commonly used to produce such curios than divine.
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