So for our very hacked version of Swords & Wizardry/Crypts and Things/DCCRPG, called Crypts & Cryts, we needed a bunch of spells. I coulda use the C&Þ spell list, but it was feeling a little vanilla, and I kinda wanted unleveled spells. So at first I had a lot of PC-level based effects, but then it hit on me: Why not let the spells get more puissant the more you use and master them? So far the Google Doc has 64 spells, and there might be room for more, but I think I can fit most high-level spells into lower ones with this method.
Here's an example of a kinda boring spell that got much better with this exercise: Stone to Mud.
Clay and Stone: You can convert LVL cubed yards of natural rock to mud or vice versa, lasting ten minutes. After you have cast this spell in ten dungeons, you can affect worked stone. 10 times beyond that and you can start to make LVL in number 1 HD mud elementals. 20 beyond that and you unlock the secret of stone golem-craft, and can up to LVL×2 HD of golems serving you. You also gain the ability to cast this spell to create out of thin air rock walls of up to LVL yards square (height times width). 5 times beyond that and you can use this spell to turn targets into statues and statues into flesh and blood creatures.
The game also lets you expand on the spirit of a spell, casting it in an unintended way, but you must cast it with disadvantage. However, if you do such five times, your twist on the dweomer becomes easier (no disadvantage) for you. For instance, maybe you could pull an Elohim with the above spell and make a new lifeform from the clay of the earth.
The whole RPG is embedded below; check it out in a browser that can handle it, or use this link. Oh, and the formatting gets really messed up by the single column that is forced by embedding. Meh. Full glory at the link.
Share good posts with good goblins. Claytonian at the gmails.
Spells that level up as you use them is such a cool idea.
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