Jolly Steve
2011-03-22, 07:11 AM
This system, which I'm going to use in my game this Friday, has two purposes:
i) To compensate for the fact that I don't give clerics a spell at first level, or give extra spells based on INT or WIS.
ii) To better emulate magic in fiction, where (usually) you can keep casting spells but it gets more and more dangerous, as opposed to 'running out'.
The Mishap Table could also be used for thieves who fail to read scrolls.
This is partly based on two articles from Fight On! magazine.
Clerics and magic-users may attempt to cast unmemorised spells. The spells must be of a level and type that they could memorise. However level 1 Clerics may attempt to do this with level 1 Cleric spells.
To do so they first roll 1d6. The result depends on how many unmemorised spells they have cast today.
none: 1 roll on the Mishap Table 2-6 spell takes effect.
one or two: 1-2 roll on the Mishap Table 3-6 spell takes effect.
three or more: 1-3 roll on the Mishap Table 4-6 spell takes effect.
Mishap Table:
roll 1d6
1. The spell-caster dies. However the spell takes effect.
2. The spell-caster takes Xd4 damage, where X is the level of the spell.
3. The spell-caster falls unconscious for 10 minutes times the level of the spell.
4. If the chosen spell is one that affects creatures, every PC and NPC in the area, including the caster, rolls 1d6. Any that roll a 1 are affected by this spell.
If the chosen spell is one that affects an area, it is cast on the surrounding area.
5. As for 4 above, but randomly choose a spell of the same level. 50/50 cleric/magic-user. If reversible, 50% chance of being reversed. The result can be the same as the original spell.
6. The spell's effect is reversed. If the spell is not reversible, roll again.
i) To compensate for the fact that I don't give clerics a spell at first level, or give extra spells based on INT or WIS.
ii) To better emulate magic in fiction, where (usually) you can keep casting spells but it gets more and more dangerous, as opposed to 'running out'.
The Mishap Table could also be used for thieves who fail to read scrolls.
This is partly based on two articles from Fight On! magazine.
Clerics and magic-users may attempt to cast unmemorised spells. The spells must be of a level and type that they could memorise. However level 1 Clerics may attempt to do this with level 1 Cleric spells.
To do so they first roll 1d6. The result depends on how many unmemorised spells they have cast today.
none: 1 roll on the Mishap Table 2-6 spell takes effect.
one or two: 1-2 roll on the Mishap Table 3-6 spell takes effect.
three or more: 1-3 roll on the Mishap Table 4-6 spell takes effect.
Mishap Table:
roll 1d6
1. The spell-caster dies. However the spell takes effect.
2. The spell-caster takes Xd4 damage, where X is the level of the spell.
3. The spell-caster falls unconscious for 10 minutes times the level of the spell.
4. If the chosen spell is one that affects creatures, every PC and NPC in the area, including the caster, rolls 1d6. Any that roll a 1 are affected by this spell.
If the chosen spell is one that affects an area, it is cast on the surrounding area.
5. As for 4 above, but randomly choose a spell of the same level. 50/50 cleric/magic-user. If reversible, 50% chance of being reversed. The result can be the same as the original spell.
6. The spell's effect is reversed. If the spell is not reversible, roll again.