Alternate Spellcasting Rules for Knave 2e



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 the DC to 12. 

Low level knaves with 1 INT previously could only ever cast a single spell in a day. Now they have at least 1 spell per day, with a 50% chance that they will get at least one more cast. Meanwhile, with high INT, there's two forces working against the caster. The first is the looming chance of a random low roll, which will cut their streak short, and the second is Fatigue which begins to stack up. Every cast brings the caster a bit closer to death. I feel this strikes a better cost-benefit balance in a world where starting knaves can get 3 spellbooks if they invest all their stats into INT.

This system also interfaces extremely well with the Maleficence system which I outline in this post. The rules for it would be slightly modified to look something like this:

Maleficence: Any time a spell could be cast from a spellbook, instead the character can force raw arcane energy into a magical attack. The caster makes an INT check with whatever DC they are currently at to cast spells, and they gain one slot of Fatigue (Fatigue counts as a wound, but is cleared after two watches of sleep anywhere).

If they succeed the check, the attack hits a target(s) within 40'. It deals 1d6+INT damage to a single target or (1d6+INT)/2 to a group of clustered targets. 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 attack hits as above, but the character may not cast any more spells until they sleep for two watches, which will also reset the DC to 12.

Overload (optional): At any time Maleficence may be cast, the caster may choose to Overload one of their spellbooks. This attack always hits and deals INTd6 direct damage to a single target within 80', or half that to a group of clustered targets at that range. The caster gains a slot of Fatigue and the spellbook explodes, dealing INTd6 direct damage to the caster and the spellbook gets destroyed forever. Roll damage dealt to the caster separately from damage dealt to the targets.



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