I love how easy this is to hack.
I love how easy this is to hack.
Here are three miracle suggestions. The first two tweak miracle casting for more magic-heavy games in different ways so that magic using types can cast spells more often. The third is more setting specific, so that healing magic risks taking damage from the wound that's magically being eliminated.
Optional rule 1: Roll against character Wisdom with a penalty of the Hit Points normally used to cast the spell and a bonus per caster level. Success means only 1 Hit Point is lost. Failure means full suggested Hit Points are lost rather than just the 1.
Optional Rule 2: Signature spells (spells used in game X times or more) cost 2 HP less, with a minimum cost of 1 HP. {I suggest that the X be 5 times, but adjustable per setting.}
Optional Rule 3: Healing spells only cost 1 HP BUT caster rolls on Wisdom minus the amount of Hit Points being healed (modified positively by caster level). If the saving throw fails, the wound is transferred to the healer.
Here are three miracle suggestions. The first two tweak miracle casting for more magic-heavy games in different ways so that magic using types can cast spells more often. The third is more setting specific, so that healing magic risks taking damage from the wound that's magically being eliminated.
Optional rule 1: Roll against character Wisdom with a penalty of the Hit Points normally used to cast the spell and a bonus per caster level. Success means only 1 Hit Point is lost. Failure means full suggested Hit Points are lost rather than just the 1.
Optional Rule 2: Signature spells (spells used in game X times or more) cost 2 HP less, with a minimum cost of 1 HP. {I suggest that the X be 5 times, but adjustable per setting.}
Optional Rule 3: Healing spells only cost 1 HP BUT caster rolls on Wisdom minus the amount of Hit Points being healed (modified positively by caster level). If the saving throw fails, the wound is transferred to the healer.
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