Editing
Macchiato Monsters: The Stygian Library
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
====How spellcasting works for this game==== This amends and supersedes page 30 of Macchiato Monsters. The design goal is to reduce complexity while leaving the other systems that touch spellcasting intact. *If you have spells, you can cast any of your known spells at any time. There's no memorization. *Each spellcasting PC has one stat they use for all spellcasting: probably INT or WIS, maybe CHA. Pick one and consider what it means for your casting style. (INT suggests an arcanist studying magical effects of their own, WIS suggests channeling cosmic or divine forces, CHA suggests elevated illusions, tricks, music, or fast-talk.) *Casting a spell takes your full round in combat, which is spent gesturing and speaking aloud. (If you're restrained or silenced, no casting.) *When spells have a duration, the usual duration is a number of exploration turns (around ten minutes) equal to your level. Some spells (the description will say so) use the magician's sigil: this sigil takes one exploration turn to inscribe, and the associated spell is permanent until the magician casts it again, drawing a new sigil as the previous one fades. *All spells have a cost of 3 HP. The cost can instead be spent with the result of your Reagent or Faith die in part or in full. You can't spend down to 0 HP. *The first time you cast a spell in a situation (a scene, room, or combat,) you may roll your Reagent or Faith die (with risk of it stepping down on a 1-3 result) and note the result (for example, 4.) You can spend from that pool in spell costs for this situation before you start spending your own HP. *When you cast a spell... **If it's your first spell in this situation, first roll your Reagent or Faith die. **Spend the cost (3), either from your Reagent or Faith pool or your HP. **Roll an INT, WIS, or CHA check. ***On a success, at or under your stat, the spell works as described. On a critical success (a 1), you don't pay the cost. ***On a failure, the spell doesn't go off. On a critical fail (a 20), there's some mishap or danger. ***But! If the spell fails, you may roll what MM calls the Chaos Risk Die to make something happen anyway. This is a roll on a table where most results have the spell go off with a weaker or modified effect, and a few results harm you in a hurty but not deadly way. In this game, "invoking Chaos" only works within the Library (or possibly other magical sites) and represents drawing on the exhaust of its condensed arcane power, which can be expended as the Risk Die steps down and fizzles out.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information