Unearthed Arcana Incantations in Grim Tales

Turanil

First Post
I have been thinking of introducing this concept of Incantations from Unearthed Arcana (p.174 to 178). I am thinking of using them just as they are and without adding a spell-burn roll to them. My idea is that Incantations are enough restrictive to not disrupt the "low magic" system of Grim Tales. My simple question is: am I missing something? have you any comments about Incantations in Grim Tales?

Reminder: Incantations could be seen as equivalent to 6th level and above spells. However, they do require a few Spellcraft checks in a row to succeed, as well as restraining conditions (only during a certain period of the year in a certain place, etc.) and lengthy procedures (several hours to cast). So it's impossible to cast an incantation in combat, plus failing the spellcasting can result in horrible consequences. The UA describes only three or four incantations, but I was thinking turning Relics & Rituals' "true rituals" into incantations.
 

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I really like this idea, but I'd still probably associate a slight chance of danger with them. Note that using incantations means that you can have the bad guys (by taking their time) cast magic that would otherwise be very nasty for them.
 

I like the idea of using Incantations as a substitute for other magic entirely. For my own campaign, since I also use Sanity, I decided to also incorporate d20 Call of Cthulhu spells, though, which are sorta like "Express Incantations" anyway.
 


The Black Kestrel said:
You mat also want to check out the Incantation rules in the MSRD which the ones in UA are derived from. It has quite a few additional Incatations in it.

Excellent! I have the MSRD on my hard drive but was unaware they included the incantations.

I think they really are a nice addition to the Grim Tales' magic system, much more than to the normal D&D system. It's because Grim Tales system relies on spellcraft checks to successfully cast a spell, and don't make use of spell slots. Now lets say (fluff here) that one who cast a spell in a round or so inevitably must draw on his lifeforce, while it's not the case when you cast an incantation taking much time and using all manners of things (pentagrams, etc.) and can do it quietly. Incantations do not draw on life force but are lengthy, costly, and wield potential disastrous effects when Spellcraft checks are failed (usually at DC = 30+).
 

I think it would work fine. If you are worried about the bad guys using it on the good guys, or it making things too easy (although I don't think it would) you might add a range of secondary effects to casting incantations even on a succesful check. Things that wouldn't neccesarily be bad, just noticable.

You might also add requirements for "ritual purity": basically taboos that those involved in the incantation cannot break for X number of days or hours before the casting. THings like killing, touching blood, having sex, eating certain foods, speaking, etc. If nothing else it adds to roleplay.
 




JoeBlank said:
Is MSRD the d20 Modern SRD?

Piratecat said:
I haven't had coffee yet. What's MSRD stand for?


MSRD is the d20 Modern SRD, which also include the SRD from Urban Arcana.

On the other hand, I don't know what Modern Magic is. I will get a look on RPGnow, maybe it's a cheap PDF worth the purchase.
 

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