Making Magic Dangerous

I very much agree. Magic should be very dangerous, and sometimes near-lethal or lethal to wield.

DIY RPG Productions

Making Magic Dangerous

Caster 2

I like it when magic is dangerous to cast…  That the players know that their character is messing with forces beyond their full comprehension, but the ability to wield that power is beyond the risk.  It’s one of the reasons I’m so fond of Dungeon Crawl Classics.

Aside for those unfamiliar with the DCC rules: When a wizard casts a spell they must make a spell check (rolling a d20 + Intelligence modifier + level) to hit a target number.  For level one spells the base success rate is a DC of 12.  The higher the caster rolls, the more awesomesauce their spells is.  However should a caster roll a 2-11 the spell is lost for the day… Should the caster roll a 1, they suffer corruption, misfire, patron taint, and etc. 

Spirit

Warhammer Fantasy Roleplaying also has possible terrible things happen should the caster fuck up…

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About Jack

BRIEF BIO: Jack Gunter is a writer of fiction, non-fiction, poetry, and songs. He is the co-owner of Open Door Communications, a copywriter, an inventor, and a former broker and private investigator. He is a naturalist and an amateur scientist and cryptologist. He likes to compose music and to design and play games and puzzles of all types. He homeschooled his children. He lives in the Upstate of South Carolina with his beautiful wife, talented two daughters, his old friend and Great Dane Sam, and his three Viking Cats.

Posted on November 22, 2014, in Uncategorized. Bookmark the permalink. Leave a comment.

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