Prereqs Mental Stability, Iron Will, Mental Hardness, Knowledge of 10+ Mythos spellsīenefits: Allows a Will save DC25 for half damage on remaining damage suffered to one San (this is applied after the DR from Mental Hardness) Prereqs Mental Stability, Iron Will, Knowledge of 5+ Mythos spellsīenefits: Each time this feat is taken it provides 1 point mental hardness usable as DR for San damage. Will post more as I get input and futz with my notes. You would still go nuts and waste a bunch of feats lingering along being a menace to yourself and others.Īm I missing anything? It looks fine to me but I'm conceited. Maybe a few new feats to help prolong ones career as a puppet of the Old Ones, like Mental Hardness (can be taken multiple times acts as hardness for San damage) Mental Tenacity ( Will save DC 25 for half San damage). Madness Reduction feat from WOT available same result ( madness rating -20 points) The temp Att damage as written the San damage would be an additive uncurable total with fun results kinda like madness in WOT. Lets say I really want Mythos style (Stat Magic) magic in addition to the normal flavors how do I add it and keep a semblance of balance?Īnyone caster or not willing to learn and pay the price of these spells can learn and use them (thus not using the to DnD conversions in the back of the CoC book) I'm currently trying to cut and paste a whole lotta d20 goodness. This one was floating around a few months ago. Their classes become obsolete in a game using Cthulhu magic. I don't recommend giving wizards or sorcerers a break. That and the fact that you'll be burned as a witch if anybody sees you casting spells! It has made for a very different experience and has certainly brought the mystique back to magic. They each lost about 7-10 Sanity points in one night (game time and real time, LOL) and see their Sanity scores slipping down from the mid-40s down into the mid-30s. They might be a little more free with 'em, but losing Sanity points for seeing monsters and mangled corpses has reigned in any desire to do so. Now players are terrified to lose Sanity points and refuse to cast the minimal number of spells they know except in extreme circumstances. You learn and cast (and pay the penalty for so doing) just like in Call of Cthulhu. I removed all spellcasting ability from all classes. I'm playing a Harn campaign (low magic, low fantasy) now utilizing mostly the core D&D rules but with some modifications. That's why I've been thinking about this, anyway. She's reaching for magic which is beyond her abilities, and in so doing she's paying the consequences. Tara points out that Willow's taking magic to far, and she is. Yet it also explains how someone like Willow, who is a dedicated spellcaster, can become corrupted by magic. To me, the Call of Cthulhu magic rules did a good job of fitting in the genre, as people like Giles, who isn't a spellcaster, can cast the occasional spell. I bring this up because I've been watching a lot of Buffy: The Vampire Slayer lately and have been thinking how magic works in that world and how a D&D campaign can mimic that. So how does that sound to you folks? And has anyone come up with a better system of integrating the two? Remember, I just pulled this out of my ass, so it's not exactly precise, nor has it been playtested. But even Wizards can fall prey to the dangers of magic which the untrained have to constantly worry about, as they can fall prey to greed in trying to learn spells which are beyond even their reach and as a result suffer the consequences. In other words, only Wizards and Sorcerers can use magic without suffering penalty, as their training and/or inborn talent allows them to control the effects of magic. But when they do, they suffer the normal penalties. HOWEVER, Wizards (Not the Sorcerer, as it can't learn spells in the normal sense) can also cast spells which are beyond them. The only exceptions are the members of the Wizard/Sorcerer classes. However, you pay the same penalties which you pay in Call of Cthulhu. So how about this?Īs in Call of Cthulhu, anyone can learn to cast spells. Then I was thinking how could such a system be integrated into a standard D&D campaign. I also like the penalties associated with magic, making it something not to be dabbled in, lightly. I've only given it a cursory glance, but I like the idea of anyone being able to learn magic a plus for the Cthulhu system.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |