Dire Casting

By Kevin Ruesch
September 15th, 2003
 
An expansion of the Taking Critical Spell Damage optional rule
 
The response to our recent release, Torn Asunder: Critical Hits, has been over-all very positive. Many have embraced the concepts presented therein and have added a new level of combat realism to their game. From the added critical effects and expanded healing arts to the often-permanent repercussions of deadly conflict, we have strived to make aggression, and the end results, a more vivid part of the game.
 
To this end we also included an optional rule for Taking Critical Spell Damage, found on page 72. Some playtesters and a number of the books fans have expressed a liking for this concept, but have indicated a desire for a more detailed, if not slightly more complex, version that expands on this idea. Apparently added hit point damage from a particularly nasty spell is not enough for these morbid gamers (and I mean that in the nicest possible way). So I have decided to revise and expand the rule. The following is my attempt to quench their hunger for more devastation in spell casting.
 
As stated in Torn Asunder, in order for a spell to inflict critical damage it must have a Reflex save and do actual hit point damage. Most evocation spells and some necromantic spells do just that. Unfortunately, after perusing the PH 3.5, I have discovered that there are a few spells that inflict hit point damage but don’t require a Reflex save. So now the new requirements for this optional rule are only that the spell (Sp) or power (Su) in question is subject to some sort of save and that it inflicts actual hit point damage to its target. Spells and spell-like abilities that inflict damage without any chance of reducing or avoiding that damage cannot deal critical damage or effects.
 
Some spells directly inflict damage through energy, most notably spells that involve any one of the five energy types; fire, cold, acid, lightning or sonic. Some others do so through raw magical energy or force (i.e. magic missile, inflict light wounds, spiritual weapon). Depending on the form the spell takes, a critically missed save against these powers can mean not only suffering extra damage but additional critical effects as well.
 
The following are critical effects that are suffered in addition to the added hit point damage inflicted from a critically failed saving throw.
 

Fire-based spells

The victim suffers from scarred flesh* that incurs a penalty to all Charisma-based skills. In addition, an item** worn or held suffers the same penalty toward its saving throw against the incendiary effect.
 
Mild effect:  -1 penalty to all Charisma-based skills
 
Moderate effect:  –2 to all Charisma-based skills
 
Serious effect:  –4 to all Charisma-based skills
 

Cold-based spells

The victim is chilled through muscle and bone, suffering a semi-permanent loss of Strength.
 
Mild effect:  a –1 penalty to Strength.
 
Moderate effect:  –2 penalty to Strength.
 
Serious effect:  –4 penalty to Strength.
 

Acid-based spells

The victim suffers from scarred flesh* that incurs a penalty to all Charisma-based skills. In addition, an item** worn or held suffers the same penalty toward its saving throw against the corrosive effect.
 
Mild effect:  -1 penalty to all Charisma-based skills
 
Moderate effect:  –2 to all Charisma-based skills
 
Serious effect:  –4 to all Charisma-based skills
 

Lightning-based spells

The victim’s central nervous system takes a massive jolt resulting in a semi-permanent loss of Dexterity and must successfully roll a Dexterity check (DC 20) or drop any held items. This check is made using the victim’s newly modified Dex score.  
 
Mild effect:  –1 penalty to Dexterity.
 
Moderate effect:  –2 penalty to Dexterity.
 
Serious effect:  –4 penalty to Dexterity.

 

Sonic-based spells

The victim suffers from disorientation and deafness. In addition, a glass, crystalline or otherwise fragile item** worn or held suffers the same penalty toward its saving throw against the vibratory effect.
 
Mild effect:  –1 penalty to Balance, Climb, Jump, Move Silently, Ride and Tumble skill checks and Deafened (as per the DMG).
 
Moderate effect: –2 penalty to Balance, Climb, Jump, Move Silently, Ride and Tumble skill checks and Deafened (as per the DMG).
 
Serious effect: –4 penalty to Balance, Climb, Jump, Move Silently, Ride and Tumble skill checks and Deafened (as per the DMG).
 
Ability loss and skill penalties are permanent unless the effect is healed as per the rules for healing critical effects.
* Refer to the rules on the effects of scarring in Torn Asunder page 37.
** Refer to the table in the Items Surviving after a Saving Throw section of the PH.
 

Raw energy/force-based spells

These spells inflict the standard additional increased hit point damage allowed in the Critical Spell Damage table (4-4) found on page 72 of Torn Asunder. In addition, the target suffers the standard critical effect appropriate for the severity level of the critical hit and the spell’s type of damage (bludgeoning, piercing or slashing). While some spell descriptions make the type of damage done rather obvious (i.e. spiritual weapon), other spells aren’t quite so clear. Spells that cause wounds through negative energy might cause flesh to rip open (slashing damage) as it is described in some novels, internal bleeding/pummeling damage (bludgeoning) or simply a general wilting-like effect, in which case there is no added critical effect. Read through the spell’s description, looking for key words that hint at the nature of the effect. For example the description for magic missile says “magical energy that darts forth from your fingertips”, which suggests that it may inflict piercing damage. This may or may not be the case, depending on your house rules interpretation of that spell.
 
Spells and magical effects have always been the most fascinating and dangerous aspect of medieval fantasy. Using this system elevates the danger level of these strange powers and can greatly affect your PCs, if not your campaign world. But if added carnage and realism to hurled spells and supernatural powers are what you and your gaming group are looking for, than this system is for you. Enjoy and good gaming.
 
 

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