I've written two new base classes inspired by the unique spellcasting classes in Dungeon Crawl Classics.
I've written two new base classes inspired by the unique spellcasting classes in Dungeon Crawl Classics. Let me know what you think.
RARE CLASS: THE MEDDLING
This is an arcane magic variant of the wise for players who don’t like the HP cost of spells and the weird healing mechanic. They have a slightly different magic theme: instead of being weakening, the magic the meddling tap into is maddening. It is loosely based on the Wizard class from the Dungeon Crawl Classics RPG. It follows all the same rules as The Wise class, except:
Spellcasting: You must roll against your Magic attribute every time you cast a spell, no matter how powerful it is. Your Magic attribute is equal to 10 + your character level (max 19), and the AC of every spellcasting attempt is equal to the equivalent “spell level” in AD&D. For example, a “fireball” is normally a 3rd level spell in AD&D, so the AC would be 3.
Dangers of Meddling: If a spellcasting attempt is failed (but not fumbled), you can not cast that spell again until you have time for a long rest to study your grimoire. If the Magic roll is failed by 5 or more, you also gain +1d6 Corruption.
If a spellcasting attempt is fumbled, three things happen all at once:
1. You gain corruption equal to what the HP cost of the spell would be for The Wise. (So, if the spell would normally cost a Wise magic-user 2d6 HP, you would instead gain +2d6 Corruption).
2. Your HP are reduced by the same amount.
3. The spell misfires with potentially catastrophic results.
Heal as Normal: No double healing rate as the wise, but you also have no restrictions from receiving magical or medical healing.
Also Wise: Meddling miracles otherwise work the same as with The Wise, as do groups and attribute raises. The Meddling also have the same armor and weapon penalties and saving throw bonuses as The Wise Class.
The Meddling Advancement Chart
Same as The Wise, except:
HD = 1d4 per level
Magic = 10+level (max 19)
RARE CLASS: THE HOLY
This is a divine magic variant of the wise for players who don’t like the HP cost of spells and the weird healing mechanic for emulating priest classes. It replaces the HP cost with a spellcasting roll and fickle gods who don’t always dote on their worshippers. It is loosely based on the Cleric class from the Dungeon Crawl Classics RPG.
Spellcasting: You must roll against your Magic attribute every time you cast a spell, no matter how powerful it is. Your Magic attribute is equal to 10 + your character level (max 19), and the AC of every spellcasting attempt is equal to the equivalent “spell level” in AD&D. For example, “Remove Curse” is normally a 3rd level spell in AD&D, so the AC would be 3.
The Rigors of Piety: If a spellcasting attempt is failed (but not fumbled), you do not have access to that miracle again until you have time for a long rest to meditate and pray.
Disapproval: A spellcasting test is fumbled if your roll is equal to or greater than your Disapproval rating. All Holy characters have a base Disapproval rating of 20. (Mark a space for this on your character sheet.) With each fumbled Magic test, this Disapproval score goes down by 1 point, making it easier and easier to fumble your spells. (If Disapproval ever drops low enough to equal your Magic score, Disapproval trumps it.)
Penance: If you want to fall back into favor with your deity and bring your Disapproval back up to 20, you will have to undergo a holy quest. Each time your Disapproval drops, the GM will roll on a random Holy Quest table, and during your morning prayers the next day, you will know how to carry out your penance. Some quests are easy to accomplish, but some are more difficult. Fulfilling a holy quest raises your Disapproval rating by +1.
Heal as Normal: No double healing rate as the wise, but you also have no restrictions from receiving magical or medical healing.
Also Wise: Meddling miracles otherwise work the same as with The Wise, as do groups and attribute raises. The Meddling also have the same armor and weapon penalties and saving throw bonuses as The Wise Class.
The Holy Advancement Chart
Same as The Wise, except:
Magic = 10+level (max 19)
RARE CLASS: THE MEDDLING
This is an arcane magic variant of the wise for players who don’t like the HP cost of spells and the weird healing mechanic. They have a slightly different magic theme: instead of being weakening, the magic the meddling tap into is maddening. It is loosely based on the Wizard class from the Dungeon Crawl Classics RPG. It follows all the same rules as The Wise class, except:
Spellcasting: You must roll against your Magic attribute every time you cast a spell, no matter how powerful it is. Your Magic attribute is equal to 10 + your character level (max 19), and the AC of every spellcasting attempt is equal to the equivalent “spell level” in AD&D. For example, a “fireball” is normally a 3rd level spell in AD&D, so the AC would be 3.
Dangers of Meddling: If a spellcasting attempt is failed (but not fumbled), you can not cast that spell again until you have time for a long rest to study your grimoire. If the Magic roll is failed by 5 or more, you also gain +1d6 Corruption.
If a spellcasting attempt is fumbled, three things happen all at once:
1. You gain corruption equal to what the HP cost of the spell would be for The Wise. (So, if the spell would normally cost a Wise magic-user 2d6 HP, you would instead gain +2d6 Corruption).
2. Your HP are reduced by the same amount.
3. The spell misfires with potentially catastrophic results.
Heal as Normal: No double healing rate as the wise, but you also have no restrictions from receiving magical or medical healing.
Also Wise: Meddling miracles otherwise work the same as with The Wise, as do groups and attribute raises. The Meddling also have the same armor and weapon penalties and saving throw bonuses as The Wise Class.
The Meddling Advancement Chart
Same as The Wise, except:
HD = 1d4 per level
Magic = 10+level (max 19)
RARE CLASS: THE HOLY
This is a divine magic variant of the wise for players who don’t like the HP cost of spells and the weird healing mechanic for emulating priest classes. It replaces the HP cost with a spellcasting roll and fickle gods who don’t always dote on their worshippers. It is loosely based on the Cleric class from the Dungeon Crawl Classics RPG.
Spellcasting: You must roll against your Magic attribute every time you cast a spell, no matter how powerful it is. Your Magic attribute is equal to 10 + your character level (max 19), and the AC of every spellcasting attempt is equal to the equivalent “spell level” in AD&D. For example, “Remove Curse” is normally a 3rd level spell in AD&D, so the AC would be 3.
The Rigors of Piety: If a spellcasting attempt is failed (but not fumbled), you do not have access to that miracle again until you have time for a long rest to meditate and pray.
Disapproval: A spellcasting test is fumbled if your roll is equal to or greater than your Disapproval rating. All Holy characters have a base Disapproval rating of 20. (Mark a space for this on your character sheet.) With each fumbled Magic test, this Disapproval score goes down by 1 point, making it easier and easier to fumble your spells. (If Disapproval ever drops low enough to equal your Magic score, Disapproval trumps it.)
Penance: If you want to fall back into favor with your deity and bring your Disapproval back up to 20, you will have to undergo a holy quest. Each time your Disapproval drops, the GM will roll on a random Holy Quest table, and during your morning prayers the next day, you will know how to carry out your penance. Some quests are easy to accomplish, but some are more difficult. Fulfilling a holy quest raises your Disapproval rating by +1.
Heal as Normal: No double healing rate as the wise, but you also have no restrictions from receiving magical or medical healing.
Also Wise: Meddling miracles otherwise work the same as with The Wise, as do groups and attribute raises. The Meddling also have the same armor and weapon penalties and saving throw bonuses as The Wise Class.
The Holy Advancement Chart
Same as The Wise, except:
Magic = 10+level (max 19)
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