Hit Point/Spell rule for Wizards.

Post/Author/DateTimePost
#1

sluggo

Jan 19, 2006 17:54:02
In Dragonlance casting a spell always takes some physical toll on the wizard casting it (except for the very simple spells), I think this should be represented in the game in some way. In the Star Wars RPG when a Jedi use's a force power it costs them a certain number of vitality points (HP's basically), so that usig hte force physically weakens them. I'd like to see this in D&D as well. A 0-level spell would cost hte Wizard no HP's. 1-level would cost 1 HP per spell. 2-Level woudl cost 2 HP per spell etc...
#2

zombiegleemax

Jan 19, 2006 22:31:27
In Dragonlance casting a spell always takes some physical toll on the wizard casting it (except for the very simple spells), I think this should be represented in the game in some way. In the Star Wars RPG when a Jedi use's a force power it costs them a certain number of vitality points (HP's basically), so that usig hte force physically weakens them. I'd like to see this in D&D as well. A 0-level spell would cost hte Wizard no HP's. 1-level would cost 1 HP per spell. 2-Level woudl cost 2 HP per spell etc...

There is currently a variant rule in place to simulate the very thing you are refering to. It can be found on the bottom of page 89 in the Dragonlance Campaign setting.
#3

zombiegleemax

Jan 21, 2006 12:19:55
Its the Curse of the magi variant in dlcs. I still have to test it out.
#4

wolffenjugend_dup

Jan 22, 2006 18:54:49
I'd rather have a hit point loss system like in Star Wars. Fail three Fort saves (which isn't hard to do for a wizard) and you're effectively neutralized.
#5

clarkvalentine

Jan 22, 2006 22:04:11
I'd rather have a hit point loss system like in Star Wars. Fail three Fort saves (which isn't hard to do for a wizard) and you're effectively neutralized.

Keep in mind that Vitality Points in Star Wars are recovered much faster than HP in D&D, and Star Wars Jedi have a lot more of them than Wizards do HP.
#6

brettscho

Feb 01, 2006 14:54:13
Hello, I am currently running an all-wizard game set pre-cataclysm. I also really like the idea of physically exhausting magic, but the Curse of the Magi rule in the book is veyr debilitating. I have gone with a DC 10 + spell level fortitude save whenever you cast a spell of your highest 4 spell levels. If you fail 2 saves, then you become fatigued, two more and you are exhausted, and two more and you fall unconcious. I believe that this works out much better than forcing wizards to spend their few precious HP, or than the horrid Curse of the Magi rule, but that is just my opinion.