Tales and Chronicles
Jewel of the North, formerly know as vincegetorix
So my hot take of the day is this:
At my table, I'd remove spell slots, an instead have the player do a Strain check to avoid forgetting the spell after using it, like they do in the Black Hack 2e.
Here's the rule:
ie: You, as a wizard, want to upcast magic missile as a 2nd level, after the casting, you must make a DC 12 intelligence check. On a failed roll, you forget a spell of 2nd level you are prepared.
Rituals and cantrips dont require Strain check, unless you use a variant where cantrips must pass a DC 10 Strain check.
How does it look?
At my table, I'd remove spell slots, an instead have the player do a Strain check to avoid forgetting the spell after using it, like they do in the Black Hack 2e.
Here's the rule:
- Casters have know spells and prepared spells, like usual
- When a player casts a spell, after the action is resolved, they make a ability check based on their casting ability. The check is made against a DC 10+Spell level.
- On a failed check, the spell is forgotten and cant be used until regained by a long rest and re-prepared is necessary
- If the spell has been cast since the last long rest, the check is made with disadvantage.
- If upcasted, a lower level spell must make a strain check against the DC of the upcasted level, and if failed, the forgotten spell is one of the upcasted level. You must have a spell know or prepared of the level you want to upcast your spell.
ie: You, as a wizard, want to upcast magic missile as a 2nd level, after the casting, you must make a DC 12 intelligence check. On a failed roll, you forget a spell of 2nd level you are prepared.
Rituals and cantrips dont require Strain check, unless you use a variant where cantrips must pass a DC 10 Strain check.
How does it look?