Magical-Tats (Campaign Aspect)
Here's one for you DM's that want non-magic people to use 'the magic' during the campaign.
In this word, the people who aren't born with magical abilities or have learned them though many years of practice, can still use magical spells at a higher price. For them to be able to use magic, they must turn their body into a 'rune & engrave a symbol that symbolizes the spell on their body.
Of course doing this comes at a cost. First off it is unable to go above a lvl three spell slot. Each rune has a negative effect on the owner's health. The higher the spell slot rune is on a person, the more of a negative effect it will have on a person's health. Lastly a person cannot have more than 5 runes on their body at once.
If a person get's a rune on there skin they will take lose -5hp x lvl above cantrip (cantrip = -5hp, lvl 1 = -10hp, lvl 2 = -15, ect), for at least the first two weeks after acquire one. After that the effect is reduced by half, [rounding up]. If a rune happens to be of the necrotic verity they will take twice as much hp reduction. If a rune happens to be a form of healing spell, they will take half the hp reduction effect & once it's fully healed after two weeks it will only be deal 1/4th of the total hp reduction.
In this word, the people who aren't born with magical abilities or have learned them though many years of practice, can still use magical spells at a higher price. For them to be able to use magic, they must turn their body into a 'rune & engrave a symbol that symbolizes the spell on their body.
Of course doing this comes at a cost. First off it is unable to go above a lvl three spell slot. Each rune has a negative effect on the owner's health. The higher the spell slot rune is on a person, the more of a negative effect it will have on a person's health. Lastly a person cannot have more than 5 runes on their body at once.
If a person get's a rune on there skin they will take lose -5hp x lvl above cantrip (cantrip = -5hp, lvl 1 = -10hp, lvl 2 = -15, ect), for at least the first two weeks after acquire one. After that the effect is reduced by half, [rounding up]. If a rune happens to be of the necrotic verity they will take twice as much hp reduction. If a rune happens to be a form of healing spell, they will take half the hp reduction effect & once it's fully healed after two weeks it will only be deal 1/4th of the total hp reduction.
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