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Introducing Magic into Cthulhu d20
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<blockquote data-quote="Narfellus" data-source="post: 1882133" data-attributes="member: 11040"><p>I'm running Masks of Nyarlathotep for my group and they just reached 2nd level and made it to the London scenario. On the way over, the bookseller character studied Africa's Dark Sects and learned Create Corpsewalker, and then made a series of checks to read a Latin version of Vermiis Mysteris. I sort of coddled together the Chaosium rules and d20 rules and figured it would take him about 6 months to read the Vermiis, and then he has to beat a DC 24 to fully absorb it. After that, he still has to research the spells individually which can take weeks apiece. </p><p></p><p>What spells should i include? I already hinted to him after he skimmed the book (he has 1 rank in Latin) that it had to do with summoning beings from other worlds and planes, and that it could be very dangerous. I'm not sure exactly which magic system i am going to incorporate into the game. d20 does the ability point damage and SAN damage which is pretty harsh. In fact, i think that is scarier than the simple MP pool from Chaosium's system. But then i've also been fooling around with the idea of having spellcasters make casting checks for every spell, just to see if it works correctly. Critical failures can have really nasty side effects, and plain failures can still drain your abilities (or MP). I was considering having a MP pool equal to his WIS score, but then i don't want him to have that recharging pool AND the default d20 rules with ability score damage.</p><p></p><p>unless...</p><p></p><p>Using the ability point drain ensured success at casting the spell, but using the MP pool demands a caster check every time you use that route. It might give them too much magic though, i want to keep it pretty low key, with him wondering if he should risk casting a spell or not. Any suggestions?</p></blockquote><p></p>
[QUOTE="Narfellus, post: 1882133, member: 11040"] I'm running Masks of Nyarlathotep for my group and they just reached 2nd level and made it to the London scenario. On the way over, the bookseller character studied Africa's Dark Sects and learned Create Corpsewalker, and then made a series of checks to read a Latin version of Vermiis Mysteris. I sort of coddled together the Chaosium rules and d20 rules and figured it would take him about 6 months to read the Vermiis, and then he has to beat a DC 24 to fully absorb it. After that, he still has to research the spells individually which can take weeks apiece. What spells should i include? I already hinted to him after he skimmed the book (he has 1 rank in Latin) that it had to do with summoning beings from other worlds and planes, and that it could be very dangerous. I'm not sure exactly which magic system i am going to incorporate into the game. d20 does the ability point damage and SAN damage which is pretty harsh. In fact, i think that is scarier than the simple MP pool from Chaosium's system. But then i've also been fooling around with the idea of having spellcasters make casting checks for every spell, just to see if it works correctly. Critical failures can have really nasty side effects, and plain failures can still drain your abilities (or MP). I was considering having a MP pool equal to his WIS score, but then i don't want him to have that recharging pool AND the default d20 rules with ability score damage. unless... Using the ability point drain ensured success at casting the spell, but using the MP pool demands a caster check every time you use that route. It might give them too much magic though, i want to keep it pretty low key, with him wondering if he should risk casting a spell or not. Any suggestions? [/QUOTE]
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