Obviously there's a thousand different blood mages out there, some standouts being u/SwordMeow's Atavist, Ross Leiser's Odic, and Mage Hand Press' Martyr (on their patreon or in valda's spire of secrets).īut Mage Hand Press also has some other unique casters I like, firstly the warmage: a caster that (bar one subclass) doesn't have any levelled spells, and only uses cantrips. Not quite the same thing, but I love otehr ways of casting spells that I've seen in some homebrew.Īs an example, take the official classes casting, pretty much all of them work based on long rest spell slots, but then you've got warlock, which is still fairly close to other way of casting, but the always upcast less slots per short rest is really unique and I love it. So you end up with a system where magic is dangerous, unique, rewards clever play and the player can nearly always succeed but success and failure can have a cost. Additionally you can sacrifice stats to give more "ooomph" to the spell (hense the 32+). Roll a 17 and flaming hands does 1d6 damage to a target. However spells also do different things as you get better at them. Another spell has a x% chance to teleport the player after they cast magic missile. One characters "charm person" spell creates a loud crack of lightning when cast. These extra effects give spells a lot of utility and flavor. Also each spell has (at generation) another knock on effect which comes from a d100 table. Roll REALLY poorly and the magic warps you physically and permentantly. Roll poorly enough and you lose it for the day. No spell slots, cast spells as much as you want. Magic is wildly dangerous and mechanically unique to every caster. I like the spell system in Dungeon Crawl Classics.
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