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General Tabletop Discussion
*Dungeons & Dragons
Alternatives to spell slots and spell points
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<blockquote data-quote="RangerWickett" data-source="post: 9113291" data-attributes="member: 63"><p>The Talislanta setting was big about magic being risky. A D&D-esque adaptation would be:</p><p></p><p>You can only <em>master</em> a spell if you're high enough level, but if you find a spellbook you can always <em>attempt</em> to cast from it. Whenever you cast a spell, roll d20 and add your wizard level. The DC is 5 + twice the spell level.</p><p></p><p>If you succeed, the spell works. If you fail, the spell fails, and you take a -1 penalty to all further spellcasting checks today.</p><p></p><p>If you fail by 5 or more, the spell mishaps, and might target the wrong person, or just do backlash damage to you, or become some sort of free-willed elemental. And if you mishap on a spell that you haven't mastered, terrible things can happen.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 9113291, member: 63"] The Talislanta setting was big about magic being risky. A D&D-esque adaptation would be: You can only [I]master[/I] a spell if you're high enough level, but if you find a spellbook you can always [I]attempt[/I] to cast from it. Whenever you cast a spell, roll d20 and add your wizard level. The DC is 5 + twice the spell level. If you succeed, the spell works. If you fail, the spell fails, and you take a -1 penalty to all further spellcasting checks today. If you fail by 5 or more, the spell mishaps, and might target the wrong person, or just do backlash damage to you, or become some sort of free-willed elemental. And if you mishap on a spell that you haven't mastered, terrible things can happen. [/QUOTE]
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Alternatives to spell slots and spell points
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