Dungeon Crawl Classics - ordered hardback + DCC brand Zocchi dice set x2, will be in by June 9th (why so slow, oh well). PDF no prob. Gonna play this, let the kid DM I think. Deadly style, stack of char.s, why not.
See Bob the Builders video: No Magic Spellslots, Crazy Effects, d20 to 32
ALSO, comments say crazy magic in games named:
- Invisible Sun -
- Every char is a magic user.
- But I'm reading "Guns and bullets" on the very website they have so... Bloodborne style I guess.
- https://invisiblesunrpg.com/ ,
- Sounds interesting, not simple but super cool they claim: wikipedia
- Ars Magica
- Revolves around magic
- https://en.wikipedia.org/wiki/Ars_Magica
- Based in Europe
- Atlas Games did the 4th and 5th editions. Apparently they are good.
Publishers Lion Rampant, White Wolf, Wizards of the Coast, Atlas Games Publication 1987 (1st edition)
1989 (2nd edition)
1992 (3rd edition)
1996 (4th edition)
2004 (5th edition)Genres Medieval fantasy Systems d10-based with strong magic system - Mythras Classic Fantasy does similar, with 4 levels of effect for all spells, based off your Casting Skill roll and the targets resistance roll. Granted not as wild ranges of effects [as DCC], but definitely flows and keeps the game moving
Back to DCC:
To Read https://www.reddit.com/r/dccrpg/comments/e23qnp/dcc_magic_system_cheatsheet/
Read https://www.reddit.com/r/dccrpg/comments/jk66yh/magic_and_spellcasting_reference_sheet/
See https://purplesorcerer.com/
See http://juliosrpgcove.com/onepagespellbook/
- Spellburn is using HP to make Spell d20 (correction d20) roll higher.
- On your spell d20 roll, add INT modifier and your caster Level, and luck points (can borrow luck from halfling ally, counts as dbl).
- So you can really try hard if you really want to get that max effect roll.
Consider a crazy scroll of one of these crazy spells.
In DCC, if u get the super roll,
- Fireball (fb) can shoot a mile away and do 20d6 (u are likely level 5). Any aoe size up to 40’ radius.
- MagicMissile can be weak doing 1hp, or can do 6d12 or something crazy to one target within 100 miles or something . Or medium dmg to a ton of targets.
- They make it rare but very crazy when magic rolls high… outshining everybody, but very fun.
Magic Missile
- 1 on d20 means: Lost/failure/ and worse! Corruption, etc.
- 2-11, lost failure only.
- 12-13, single missile does 1 pt. of dmg.
- 14-17, single missile, 1d4+caster level.
- 18-19, caster throws 1d4 missiles doing 1d4+caster level. Single target, needs line of sight. Never miss, but maybe blocked by Magic Shield spell.
- 20-23, 1d4+2 missiles that do dmg of 1d6+caster level. Separate targets OK. LoS.
- 24-27, do dmg of 4d12+caster level, single missl. LoS, Range 1,000 ft.
- 28-29, 1d6+3 missls, dmg of 1d8+caster level. Separate targets OK. LoS, any range.
- 30-31, 2d6+1 missls, dmg of 1d8+caster level. Separate targets OK. Can cast through a crystal ball or similar. Can defy magic shield a little, 50% chance to go through (roll indiv. per missile).
- 32+, 3d4+2 missiles at dmg of 1d10+caster level. Target can be just about wherever, if caster has knowledge of... needs physical memento of target, and spend one Turn (10 min.s) concentrating to cast the spell. Hits invisible or concealed. Max range 100 miles, at up to speed 10 mi/sec (slower underground). Never miss unless physically blocked.
Fireball
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