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Alternate Spellcasting Rules for Knave 2e

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I can't stop hacking Knave 2e. I think it's compulsory at this point; I honestly don't believe the Knave 2e rules even need this. This is really only something your game will want if you want magic to feel unpredictable  and  dangerous . I used Shadowdark and DCC as my main inspirations, but this system is still less punishing than those (I think, at least). Notably absent are the mishap tables from those games.  Casting Spells:  Casting a spell takes one action. The character makes an INT check with a starting DC of 12, and fills one of their inventory slots with Fatigue (Fatigue counts as a wound but is cleared after two watches of sleep anywhere). If they succeed the check, the spell takes effect, the DC for the next check increases by 2, and they may cast another spell when they have an action to do so.  If they fail the check, the spell still takes effect, but the character may not cast any more spells until they sleep for two watches, which will also reset...