Tuesday, April 26, 2022

Meddling with powers beyond your ken in DCC RPG

 

While creating a Patron for DCC RPG in my last post I start wondering why wizards and elves must wait a certain level before trying to cast spells. In DCC RPG, each spell as DC to be cast based on its level, usually 10 + (2x spell level). So, 1st level spells require a successful caster level check against a DC of 12. However, that rule seems to have a “ceiling” at DC 18, because 5th level spells are successfully cast at DC 18 (But Cleric spells follow the normal progression and thus 5th divine magic require a DC 20… I guess gods are really a bunch of demanding bastards).

I already think that wizards and elves (and clerics!) in DCC RPG are considerably stronger than their counterparts in other D&D editions (they do not have the firepower of 3rd-5th Edition, but certainly have more flexibility, especially with open-ended powers such as Invoke Patron and Divine Aid, among others). Of course, they also run higher risks, be it Divine Disapproval or the various Misfires and Corruptions of arcane caster (which my dark hearth deeply loves).

I love all the chaos and unpredictability around DCC RPG casters (especially arcane). They bring back my Warhammer Fantasy memories. You never know what will happen when the wizard start casting, but there is always the potential do be catastrophic. I also love the idea that magic is dangerous and corrupting…

…so, why not remove spell level limits in regard to spellcasting?*

*I know this was a topic that brought up during the playtest phase of DCC RPG. I know also that I am not reinventing the wheel. But it is such a fun topic that I can’t hold myself. Sorry!

Basically, what I am proposing here is to get rid of the “Max Spell Level” entry in both the wizard and elf class or to use just as a “safety guideline” (I am not doing the same for Clerics because: 1 - gods don’t like their lackeys getting too ahead of themselves; 2 - deities loooooove control; and 3 - the divine are a bunch of bastards that pretend to be different from normal supernatural Patrons but aren’t).

OK, so now wizards and elves can cast any arcane spells of any level if they can beat the DC. Higher level spells are harder to cast (and I am tempted to make 5th level arcane spells have their “right” DC of 20 here). What is the catch? I am glad you asked.

So, if a wizard or elf tries to cast a spell “beyond their power” (i.e. beyond the Max Spell Level entry), their run higher risks. What are those risks? I have a few ideas for now that I want to playtest.

Option 1: The most simple and dangerous (and the one that I like most) Treat any “Lost. Failure.” as if it was a 1. Easy to apply and it makes spellcasting beyond your capacity really dangerous (something for the desperate… or for that player that loves to push the red button, oh gods, I know, I have one). What about rolling a 1 here? You lose the spell permanently. You have to adventure and Quest for the Impossible to find it again.

Option 2: If you don’t like the fact that the above option does not differentiate between spell levels, you can try this one. Basically, casting spells above your level expand the Fumble range from 1 to the 1 + (2x spell level). Thus, if you can’t cast a 2nd level spell, trying to cast it now generates a Fumble between 1 and 5, a 3rd level spell between 1 and 7… until the mighty 5th level spell and a Fumble between 1 and 11.

Now, the cool thing about DCC RPG is that the above options don’t need to be house rules from the start of the game. They can actually be a secret known by a supernatural Patron or a high-level wizard that the party has to find in an adventure!

If you like that kind of thing (I do), there are also other secrets to cast higher-level spells. Treat them as rewards that must be found during adventures. If those options are used, just read the higher-level spell table normally.

For example, maybe you can reduce the chances of Fumble by casting the higher-level spell through Spellburn. You have the burn 3x the spell level for that. Thus, spellburning 6 points lets you cast that 2nd level spell without (extra) risk. (I am not a fan of that, or of Spellburn as merely physical Ability Score damage, but here is the option.)

Another technique would be ritual magic. Multiply the normal casting time of the spell by its level. So, a 2nd level spell with a Casting Time of 1 Action Die now require 2 Action Dies. I would also add that this option requires expensive material components (use the Cleric’s Sacrifices as a parameter, but I would charge a lot more, at minimum double the amount).

Yet another technique (my favorite!) is that casting higher level spell ALWAYS inflict either corruption or misfire (caster’s choice). That means that if the spell is successfully cast it is also followed by a misfire or a corruption. If the caster choose corruption they cannot negate it with Luck. No sir, it works differently. First, the type of corruption is defined by the difference between the caster and the spell level. If they are attempting to cast a spell just 1 level higher than they could, that is a Minor Corruption. 2 levels higher is Major. 3+ levels is Greater. Second, that corruption is temporary and lasts a number of days equal to the spell level. Third, did I say temporary? The correct word is “potentially temporary”. At the end of those days the caster has to roll a Luck check. If they fail the corruption is permanent. (Of course, there is a vile black magic ritual that allows the caster to rid themselves of the corruption by spreading it to a higher number – minimum ten per spell level – of weaker humanoids, such as villagers and fellow party members… but who would try such a despicable thing? I heard that Sezrekan knows the ritual.)

And all those options are basically how I see magic in RPGs (and especially in DCC RPG). The Core Book is just “the safest way” of casting. There are a lot of loopholes, horrible dark secrets, left-handed paths, and other things for (crazy) caster to play with. Finally, never forget, spellcasters in DCC RPG should fear for their souls!




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