AFF spells Dungeon Crawl classics style

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Slloyd14
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AFF spells Dungeon Crawl classics style

Post by Slloyd14 » Sun Nov 17, 2019 8:47 pm

So Dungeon Crawl Classics is an awesome game for many reasons, but the magic system truly stands out. There are comparatively few spells compared to Dungeons and Dragons and even AFF (it states that there are 376 spells, but not all are listed). The reason that there are few spells is that there is massive variety in what each spell does depending on the skill roll. Throw in the fact that every spell gets a random extra effect and a random manifestation, it really does lead to tons of different magical effects. Each spell also has a corruption and misfire effect (both versions of the AFF Oops! table, but personalised for each spell.

I could do this for AFF. This would reduce the number of spells (Fire bolt, force bolt and lightning bolt could become the same spell) and make wizard magic a bit more risky.

To cast the spell, roll 2d6 and add it to your MAGIC + Magic - Wizardry score. You can't get a +2 bonus for preparing the spell, but you can get a +1 bonus for each LUCK point you spend.

Here are some terms:

Lost: The caster cannot cast that spell again for the day.

Drained: The caster reduces their MAGIC POINTS to 0.

Oops!: Roll on the Oops! Table.

Here is an example for the bolt spell.

7 or less: Lost, drained and Oops!

8-10: Lost and drained!

11-13: Caster launches one missile that causes 1d3 damage. It can be dodged with a SKILL or LUCK roll.

14-17: Caster launches one missile that causes 1d6 damage. It can be dodged with a SKILL or LUCK roll.

18-20: Caster launches one missile that causes 1d6 damage. It cannot be dodged.

21-23: Caster launches one missile that causes 2d6 damage. It cannot be dodged.

24-26: Caster launches 1d3+1 missiles that cause 1d6 damage each. They can be aimed at multiple targets or a single target. They cannot be dodged.

27-29: Caster launches 1d6+2 missiles that cause 1d6 damage each. They can be aimed at multiple targets or a single target. They cannot be dodged.

30+: Caster launches 2d6+3 missiles that cause 1d6 damage each. They can be aimed at multiple targets or a single target. They cannot be dodged.
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Nuvole!
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Re: AFF spells Dungeon Crawl classics style

Post by Nuvole! » Mon Nov 18, 2019 4:12 am

I like this line of thought!
He's a real Nowhere man, sitting in his Nowhere land, making all his Nowhere plans for Nobody.

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