Green Knight
First Post
I've only given it a cursory glance, but I like the idea of anyone being able to learn magic a plus for the Cthulhu system. I also like the penalties associated with magic, making it something not to be dabbled in, lightly.
Then I was thinking how could such a system be integrated into a standard D&D campaign. So how about this?
As in Call of Cthulhu, anyone can learn to cast spells. However, you pay the same penalties which you pay in Call of Cthulhu. The only exceptions are the members of the Wizard/Sorcerer classes. They can cast spells without detriment.
HOWEVER, Wizards (Not the Sorcerer, as it can't learn spells in the normal sense) can also cast spells which are beyond them. But when they do, they suffer the normal penalties.
In other words, only Wizards and Sorcerers can use magic without suffering penalty, as their training and/or inborn talent allows them to control the effects of magic. But even Wizards can fall prey to the dangers of magic which the untrained have to constantly worry about, as they can fall prey to greed in trying to learn spells which are beyond even their reach and as a result suffer the consequences.
So how does that sound to you folks? And has anyone come up with a better system of integrating the two? Remember, I just pulled this out of my ass, so it's not exactly precise, nor has it been playtested.
I bring this up because I've been watching a lot of Buffy: The Vampire Slayer lately and have been thinking how magic works in that world and how a D&D campaign can mimic that. To me, the Call of Cthulhu magic rules did a good job of fitting in the genre, as people like Giles, who isn't a spellcaster, can cast the occasional spell. Yet it also explains how someone like Willow, who is a dedicated spellcaster, can become corrupted by magic. Tara points out that Willow's taking magic to far, and she is. She's reaching for magic which is beyond her abilities, and in so doing she's paying the consequences. That's why I've been thinking about this, anyway.
Then I was thinking how could such a system be integrated into a standard D&D campaign. So how about this?
As in Call of Cthulhu, anyone can learn to cast spells. However, you pay the same penalties which you pay in Call of Cthulhu. The only exceptions are the members of the Wizard/Sorcerer classes. They can cast spells without detriment.
HOWEVER, Wizards (Not the Sorcerer, as it can't learn spells in the normal sense) can also cast spells which are beyond them. But when they do, they suffer the normal penalties.
In other words, only Wizards and Sorcerers can use magic without suffering penalty, as their training and/or inborn talent allows them to control the effects of magic. But even Wizards can fall prey to the dangers of magic which the untrained have to constantly worry about, as they can fall prey to greed in trying to learn spells which are beyond even their reach and as a result suffer the consequences.
So how does that sound to you folks? And has anyone come up with a better system of integrating the two? Remember, I just pulled this out of my ass, so it's not exactly precise, nor has it been playtested.

I bring this up because I've been watching a lot of Buffy: The Vampire Slayer lately and have been thinking how magic works in that world and how a D&D campaign can mimic that. To me, the Call of Cthulhu magic rules did a good job of fitting in the genre, as people like Giles, who isn't a spellcaster, can cast the occasional spell. Yet it also explains how someone like Willow, who is a dedicated spellcaster, can become corrupted by magic. Tara points out that Willow's taking magic to far, and she is. She's reaching for magic which is beyond her abilities, and in so doing she's paying the consequences. That's why I've been thinking about this, anyway.
Last edited: