Version 0.2c, Magic Rework


First off, I'd like to introduce another of the wonderful commissions from David Holderman, a nameless goblin thief whose lore is still unwritten.

While not much of the text of the game has changed, the change to the magic system is significant. Since Nightfolk is classless, I wanted it to be possible for anyone to cast spells. The one spellcasting stat, Ego, should play a part, as should your level. I had this idea bouncing around in my head for a while until I landed on a system that I like. I will try to playtest, and I think there's some tweaking to be done.

One issue that I have with most other magic systems is you're can either cast a spell, or you can't. I wanted there to be some middle ground of danger. This is a challenge while also being simple. Currently, you have a "maximum burn" (MB) possible, which I've set to Level + EGO. This means the maximum MB  possible would be at level 12, with +5 EGO, and you could cast 17 spells in one day (since MB increases by 5-EGO, minimum 1, per spell cast).  For another example, a level 3 Nightfolk with +2 EGO could cast 2 spells per day. The first would raise MB to 3, the second to 6. The scaling is a bit weird, as is the punishment (you lose the spell scroll). This puts more work on the GM to keep a supply of spell scrolls in the campaign. If you're anything like the GMs I've played with, it's already hard enough keeping track of other things. If anyone has ideas about how to make this a bit more engaging for low-level players, let me know.

Stylistically, the bigger your ego, the more you can test the limits of magic. I think the system may involve some tweaking, but I like the Magic Burn mechanic. There could be also options here for adding in curses, or more negative effects, but this may be best suited for a.

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