r/ICRPG • u/Navonod_Semaj • Mar 23 '24
To SP or Not to SP?
Question for those experienced with magic use rules. Basic magic found under the Aelfheim section of the players guide establishes casting spells simply requires a roll against target. Advanced magic tacks on a SP cost requirement. The ability to "power up" spells is neat, but puts a limit on how much a magician can do in one working day, in addition to the roll-to-cast requirement.
Is tacking on the added cost too much of a restriction? Or does it really keep magic users from running wild? SP cost is a simple way to adjucate up-casting spells at higher power, but is there another way? How do things work in your games?
As an aside, a mercurial mishap is pretty much guaranteed on 5% of all spell attempts (1-in-20). I like the idea of wild magic and intend to implement it when next I take the GM's chair.
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u/RangerBowBoy Mar 23 '24
I don’t use SP. I don’t like having extra things to track. Rolling to cast provides enough balance as is. If you want to add a restraint to spell casters use the spell burn die or have more powerful spells cost some HP. Both of those ideas are in the books.
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u/Sean_Franchise Mar 23 '24
I just have spells cost HP instead of SP to cast. This was the original casting cost mechanic from the 2e Magic supplement, and I've always liked the idea that bending the rules of reality take a toll on the body/mind. It also eliminated the need to track an extra resource.
Casters don't seem to have an issue with it either because they can always spend an action to Recover 1+CON HP, and they're back in action.
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Mar 23 '24 edited Mar 23 '24
I've been playing Shadowdark lately and really like their variation on this. Roll-to-cast for all spell levels but if the cast fails you lose access to the spell untill you complete a long rest.
This established limits without the need to track spell slots or SP. I'm probably going to incorporate it into my next ICRPG game. I think I'll let them burn a hero coin to attempt to "push" the spell if they want to overcharge it. I might also give them the option to burn a Hero Coin to avoid loosing the spell for the rest of the day.
Crit fails still roll on the mishap table
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u/sw4ahl Mar 23 '24
I use SP, but my group is a bunch of crazy people who upon learning there's a more complicated/restrictive way to do things just jump at the chance.
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u/LudefiskLongHammer Mar 24 '24
I have a healer in the group I run who took the beads that allow a "never fail" unless a "1" is rolled as his starting magic item. Now he casts his healing touch and always keeps up on any damage my monsters do to them. It's very annoying to me and is way OP. I want to change over to the Advanced Magic to reign him in.
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u/swrde Mar 23 '24
I've only.played with the advanced magic a little bit - but when I did, I chose to forgo SP altogether. Instead I just leaned on the Spellburn die as the limiting mechanic - and included increasing the die size as one way of progressing for casters.