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Dire Casting
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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.
You can view all of the previous columns by clicking
here.
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