house_rules
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| house_rules [2026/07/14 14:57] – admin | house_rules [2026/08/19 22:57] (current) – admin | ||
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| Wound is represented by your constitution stat, Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. | Wound is represented by your constitution stat, Damage reduces wound points only after all vitality points are gone, or when a character is struck by a critical hit. | ||
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| + | A critical hit does not cause you to roll additional damage dice. Instead, the attack' | ||
| === Natural Healing === | === Natural Healing === | ||
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| For example, cure moderate wounds heals 2d8 points of damage, +1 point per caster level (maximum +10). Under this system, a 10th-level cleric could cast it to heal 2d8 vitality points and 10 wound points. | For example, cure moderate wounds heals 2d8 points of damage, +1 point per caster level (maximum +10). Under this system, a 10th-level cleric could cast it to heal 2d8 vitality points and 10 wound points. | ||
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| - | ==== Casting & magic ==== | ||
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| - | ===Spell DC & Casting Level === | ||
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| - | Casting Spells in Deadlands is a skill. The table shows the minimum level required to learn spells of a certain level and the DC to Cast them. Cantrips cost 1 point per cast And have a base DC of 13 to cast. | ||
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| - | Each class has spell points equal to their casting stat + it's modifier, per level. Increases in stats increase spell points retroactively. | ||
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| - | Hucksters & Shamans - INT | ||
| - | Blessed - WIS | ||
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| - | {{tablelayout? | ||
| - | ^ Spell Level ^ Caster Level ^ DC to Cast ^ Point Cost ^ | ||
| - | | 1 | ||
| - | | 2 | ||
| - | | 3 | ||
| - | | 4 | ||
| - | | 5 | ||
| - | | 6 | ||
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| - | | 9 | ||
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| - | === Exceptional Casts & Backlash === | ||
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| - | Rolling a 20 or a 1 on a casting check will result in either a critical success, or a backlash on the caster. | ||
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| - | Hucksters on a critical success cast the spell as if it was 1D6 levels higher, and take 2D6 damage and 1D4 INT loss (restored at a rate of 1 point per hour) | ||
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| - | Blessed on a critical success, cast their spell using no points, and on a fail, the spell doesn' | ||
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| - | Shaman in a critical success will cast their spell for free, and on a failure, take 1D6 damage and expend the points needed to cast the spell. | ||
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| Your next attack roll, saving throw or skill check on a pass or fail will count as either a Nat 20, or Nat 1. The DC still needs to be hit or passed as normal, no matter how easy or hard it is. | Your next attack roll, saving throw or skill check on a pass or fail will count as either a Nat 20, or Nat 1. The DC still needs to be hit or passed as normal, no matter how easy or hard it is. | ||
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| + | Any successful attack rolls made with this, are considered critical hits. | ||
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