Agamon
Adventurer
So in PT, magic is rare, untrusted, and dangerous. But magic is really none of those things in D&D. The Wild Mage sorcerer can be random, but the effects are fairly tame and often actually helpful. So I'm throwing around some ideas for house rules to make magic less cozy and reliable, using the wild mage's "roll a d20, effect on a 1".
For arcane style casters (wizard, sorcerer, warlock, eldritch knight, arcane trickster), I'm considering using DCC RPG's Corruption tables. Basically, there's three tables, each progressively worse, that individual spells in that game are assigned to. So, I'd need to assign each spell to a table (so, a spell like Magic Missile (magical energy) would be minor, Charm Person (messing with someone's mind) would use the middle table, Animate Dead (messing with forces mortals shouldn't) would use the worst table.
I can't really copy the tables here, of course, but do get an idea, the minor table is small, permanent changes to the caster's physiology, the middle table is worse changes to physiology and some to environment, the major table causes bad things to happen to the caster and sometimes those around him.
For divine casters (just cleric - there are no paladins in PT), they don't get their power directly from deities at each spell casting, they undergo an initiation ritual when they become spellcasting clerics to get a shard of power from the deity. What they do with it after that is up to them.
So I'm thinking on a roll of one, the power surges or backlashes, causing damage to the cleric, I'm thinking 1d8/spell level.
Druids and rangers get their power from nature spirits. Those spirits are fickle and for whatever reason, might not want to help the caster when they ask for power. So, on a roll of a one, the spell fails, but the spell and action are still used up.
I'm not trying to perfectly balance the three. Arcane is the worst, and it should be. Divine can be scary, which is what I'm shooting for. Primal could just be annoying, but in certain circumstances, could also make for a bad situation.
A few bumps though...
Elves are supposedly good with arcane magic. They also live a long time. Making a lot of corruption rolls over their lifetime, an elder elf would more closely resemble a demonic being than an elf. I'll probably just roll with that as I don't want to give elves too much of an advantage, or every PC wizard will just be an elf.
Also, not sure what to do with cantrips. Like the Wild Mage, I don't want there to be a check every time a cantrip is cast, but on the other hand, slinging around fire bolts and light spells willy-nilly doesn't really fit the setting.
Thoughts?
For arcane style casters (wizard, sorcerer, warlock, eldritch knight, arcane trickster), I'm considering using DCC RPG's Corruption tables. Basically, there's three tables, each progressively worse, that individual spells in that game are assigned to. So, I'd need to assign each spell to a table (so, a spell like Magic Missile (magical energy) would be minor, Charm Person (messing with someone's mind) would use the middle table, Animate Dead (messing with forces mortals shouldn't) would use the worst table.
I can't really copy the tables here, of course, but do get an idea, the minor table is small, permanent changes to the caster's physiology, the middle table is worse changes to physiology and some to environment, the major table causes bad things to happen to the caster and sometimes those around him.
For divine casters (just cleric - there are no paladins in PT), they don't get their power directly from deities at each spell casting, they undergo an initiation ritual when they become spellcasting clerics to get a shard of power from the deity. What they do with it after that is up to them.
So I'm thinking on a roll of one, the power surges or backlashes, causing damage to the cleric, I'm thinking 1d8/spell level.
Druids and rangers get their power from nature spirits. Those spirits are fickle and for whatever reason, might not want to help the caster when they ask for power. So, on a roll of a one, the spell fails, but the spell and action are still used up.
I'm not trying to perfectly balance the three. Arcane is the worst, and it should be. Divine can be scary, which is what I'm shooting for. Primal could just be annoying, but in certain circumstances, could also make for a bad situation.
A few bumps though...
Elves are supposedly good with arcane magic. They also live a long time. Making a lot of corruption rolls over their lifetime, an elder elf would more closely resemble a demonic being than an elf. I'll probably just roll with that as I don't want to give elves too much of an advantage, or every PC wizard will just be an elf.
Also, not sure what to do with cantrips. Like the Wild Mage, I don't want there to be a check every time a cantrip is cast, but on the other hand, slinging around fire bolts and light spells willy-nilly doesn't really fit the setting.
Thoughts?