PeterFitz
First Post
OK, here's my initial plan for hit-point costs for spell-use.
To cast any spell, it costs you (1d6 + spell level) points, which comes off your maximum hit-point total.
Note that point: off your MAXIMUM hit point total. That means that magic use may actually cost you hit-points, but more importantly, it will affect the amount to which you can be cured.
A spell that requires Concentration to maintain will have to be paid for again if circumstances require a Concentration check (though it doesn't require new verbal, somatic or material components to be expended). If the check fails, you won't lose any hit-points, but of course the spell effect stops.
A Long Rest will return your Hit-Point Maximum back to normal, but nothing else will (unless you have a spell or magic item or something that will do it — see below).
It's not all bad news though. I'm doing away with spell slots — I think the hit-point cost is limitation enough. (Note that this will be subject to review after proper play-testing).
I'll also be designing some magic items that can be used as hit-point sinks (i.e. that can be used to power spells before you have to use up your own precious life force) — probably along the lines of ioun stones and the like — some of which can be recharged, others of which will be disposable items.
To cast any spell, it costs you (1d6 + spell level) points, which comes off your maximum hit-point total.
Note that point: off your MAXIMUM hit point total. That means that magic use may actually cost you hit-points, but more importantly, it will affect the amount to which you can be cured.
Example: you have 50 hit-points, and you cast three level 3 spells which ends up costing you a total of 20 points. That means that you now effectively have only 30 hit-points. Just like physical damage and fatigue. The difference is that if you then take another 10 points in a fight, and get some magical healing or use one or more of your healing dice, you can't heal up past 30 points — your new Hit-Point Maximum. If you use more magic, your Hit-Point Maximum will drop still further.
Note that if you've taken 10 points of normal damage (to 40hp) and then cast a spell that drops your Hit-Point Maximum to 45hp, you won't immediately lose any more hit-points. It just means that you can't be healed up to your usual 50hp.
If you then cast another spell that drops your Hit-Point Maximum to 39, you'd actually lose that hit-point, because your new Hit-Point Maximum is lower than your current hit-point total.
Note that if you've taken 10 points of normal damage (to 40hp) and then cast a spell that drops your Hit-Point Maximum to 45hp, you won't immediately lose any more hit-points. It just means that you can't be healed up to your usual 50hp.
If you then cast another spell that drops your Hit-Point Maximum to 39, you'd actually lose that hit-point, because your new Hit-Point Maximum is lower than your current hit-point total.
A spell that requires Concentration to maintain will have to be paid for again if circumstances require a Concentration check (though it doesn't require new verbal, somatic or material components to be expended). If the check fails, you won't lose any hit-points, but of course the spell effect stops.
A Long Rest will return your Hit-Point Maximum back to normal, but nothing else will (unless you have a spell or magic item or something that will do it — see below).
It's not all bad news though. I'm doing away with spell slots — I think the hit-point cost is limitation enough. (Note that this will be subject to review after proper play-testing).
I'll also be designing some magic items that can be used as hit-point sinks (i.e. that can be used to power spells before you have to use up your own precious life force) — probably along the lines of ioun stones and the like — some of which can be recharged, others of which will be disposable items.