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[Primeval Thule] House rules for spellcasting
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<blockquote data-quote="Psikerlord#" data-source="post: 6730227" data-attributes="member: 93321"><p>I like the idea of a dangerous magic type table, but suggest on a d20 roll of 1 or 20, to up the chances to 10%. I would build that roll into the spell itself where possible - eg if it's an attack roll spell, you use the first attack roll d20 for the 1/20. If it's a save spell, you use the first save for the 1/20 chance. So you dont have to roll additional dice for many spells (similar to the Fighter abilities in 13th Age).</p><p></p><p>I would be inclined to give the physical mutations a time limit - maybe very long limits, like 2d20 days - but some kind of limit to avoid demon elves and so on..?</p><p></p><p>I was thinking about the forest gods magic the other day and how that should work with a dangerous magic table. I understand you arent trying to balance the 3 kinds of magic (arcane, divine, primal), but personally I would make all casters roll on the table for balance reasons. (I might have to slightly alter the primeval thule magic theme for that - a kind of "all" magic is mysterious/not well understood/Not for Man to Know/tainted by the Old Ones).</p></blockquote><p></p>
[QUOTE="Psikerlord#, post: 6730227, member: 93321"] I like the idea of a dangerous magic type table, but suggest on a d20 roll of 1 or 20, to up the chances to 10%. I would build that roll into the spell itself where possible - eg if it's an attack roll spell, you use the first attack roll d20 for the 1/20. If it's a save spell, you use the first save for the 1/20 chance. So you dont have to roll additional dice for many spells (similar to the Fighter abilities in 13th Age). I would be inclined to give the physical mutations a time limit - maybe very long limits, like 2d20 days - but some kind of limit to avoid demon elves and so on..? I was thinking about the forest gods magic the other day and how that should work with a dangerous magic table. I understand you arent trying to balance the 3 kinds of magic (arcane, divine, primal), but personally I would make all casters roll on the table for balance reasons. (I might have to slightly alter the primeval thule magic theme for that - a kind of "all" magic is mysterious/not well understood/Not for Man to Know/tainted by the Old Ones). [/QUOTE]
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[Primeval Thule] House rules for spellcasting
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