Awkward channeling rules


EDIT: Ok, I've tried to cut it down to the bare bones. Casting 50, 75 and 100% of a channeler's spells makes them sickened, fatigued and exhausted in turn, and a familiar halves the penalties. Any comments?

I run a game in which channeling saps the strength of clerics and sorcerors, but the various rules governing the matter are cumbersome and clumsy. Can anyone suggest a way to streamline the process? The rules in use are here.

I'm thinking of getting rid of the necessity to make a Concentration check with modifiers before casting, but I want to keep the feel of magic being a living thing trying to slip its leash. Is there a better way to do this?

I'm hoping to streamline things down to a simple check or two without endless mods or the necessity to keep track of nonlethal damage, but that will still affect the character's health / wellbeing.
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