--- _tmp/ccsrd.md 2025-07-20 10:06:13.570823356 -0500 +++ _tmp/ccsrd.new.md 2025-07-20 18:37:57.758088035 -0500 @@ -31935,8 +31935,7 @@ Using Cyphers as Spells : When using this type of familiar, it's worth considering the optional [Spellcasting](#optional-rule-spellcasting) - rules, including [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits)---especially the - spells as cyphers and artifacts option. + rules. Spellbound Sidekicks as a Gateway to Another World : The sidekick might gain [Traverse the Worlds](#ability-traverse-the-worlds){.og-ability} [(194)]{.og-ref} as a @@ -35533,10 +35532,6 @@ - [Prepared vs. Spontaneous](#spellcasting-prepared-vs-spontaneous-spellcasting) [(260)]{.og-ref}[(GF, 23)]{.og-ref} - [Ritual Magic](#ritual-magic) [(GF, 56)]{.og-ref} -Optional Rules - -- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og} - Related Sections - [Cantrips](#cantrips) [(IOM, 82)]{.og-ref} @@ -35662,115 +35657,6 @@ titled *Wizards and the Optional Spellcasting Rule*. ::: -::: {.alert .ps-4 .pb-0} -##### Assigning Different Limits for Supernatural Abilities [#](#spellcasting-limits){.og-h-anchor aria-hidden="true"} {#spellcasting-limits} - -[(OG-CSRD Editorial Addition)]{.og-ref .og-ref-og} - -There are many other ways the GM can place limits on supernatural abilities---for example, -[spellcasting](#optional-rule-spellcasting) or [psionics](#optional-rule-psionics)---that don't affect the PCs\' -[recovery rolls](#recovery-rolls). Here are a few possible arrangements: - -- **Cyphers and Artifacts:** [Creating new cyphers and artifacts](#creating-cyphers-artifacts-and-abilities) that - replicate the effects of [abilities](#choose-abilities) is a good way to try out adding new abilities to PCs. If - they are [subtle cyphers](#subtle-cyphers), the PCs can [pay 1 XP](#discovering-subtle-cyphers-requesting) to - request the cypher, and use the ability again. If it's a [manifest cypher](#manifest-cyphers) or - [artifact](#choose-artifacts), the PC focuses the supernatural ability through it. If the artifact depletes, the PCs - might find a way to [revive it](#optional-rule-reviving-artifacts). PCs might also be able to - [craft](#crafting-magic-items) or repair these artifacts. - -- **Acquiring Supernatural Abilities and Joining Covens:** Another simple solution is to allow PCs to purchase new - supernatural [abilities](#choose-abilities) for 4 [XP](#choose-xp), and pay for their use just as they would any - other---using their stat [Pool](#pool) points (as described in [More Powerful Psionics](#more-powerful-psionics)). - PCs using abilities in this way might learn them from a [coven](#covens)---which might take the form of a magic - university, a secret society of like-minded wizards, or a psionic cult. - -- **Tier-Based Limits:** The GM might determine PCs can learn (and - [prepare](#spellcasting-prepared-vs-spontaneous-spellcasting), if necessary) a number of supernatural - [abilities](#choose-abilities) based on their Tier, for example: - -::: table-responsive - PC Tier Supernatural Abilities Known Supernatural Abilities Prepared - --------- ------------------------------ --------------------------------- - Tier 1 3 3 - Tier 2 6 4 - Tier 3 9 5 - Tier 4 12 6 - Tier 5 15 7 - Tier 6 18 8 - - : Supernatural Abilities Known and Prepared by Tier -::: - -- **Daily Limits:** Supernatural [abilities](#choose-abilities) might be limited to one, two, or three uses each day. - If a low-tier PC uses a high-tier ability, they might need up to 1d6 days to be able to cast it again. - -- **Depletion:** Each time a supernatural [ability](#choose-abilities) (or only certain abilities) are activated, the - player rolls for an assigned depletion, similar to an [artifact](#choose-artifacts). For example, an ability with a - depletion of 1 in 1d10 has a 10% chance of depleting, 1 in 1d20 has a 5% chance of depleting, and so on. The GM - might also assign the depletion a recharge rate or method---usually either the next day at dawn, or the completion - of a one-hour or ten-hour [recovery roll](#recovery-rolls), but other arrangements might also be interesting, for - example, recharging at a specific location with a well of available power. In some cases, memorizing supernatural - abilities might require a successful Intellect tasks, or performing [ritual magic](#ritual-magic) in order to invoke - the ability later. Consider the two following arrangements: - - - *Universal Depletion.* A PC with supernatural abilities begins with a depletion of 10 in 1d20, and can pay 3 - [XP](#choose-xp) as a [long-term benefit](#experience-points-long-term-benefits) to lower their depletion rating - by 1, to a minimum of 1. Once depleted, the PC can't cast use their supernatural abilities until after their - next ten-hour [recovery roll](#recovery-rolls). - - - *Individual Depletion.* Each supernatural ability has its own depletion rating. Low-tier spells are usually 1 in - 1d10, mid-tier spells are usually 3 in 1d10, and high-tier spells are usually 5 in 1d10. - -- **Stress:** If the game uses the optional [Stress](#horror-rules-stress) module, see [Stress and the - Supernatural](#horror-rules-stress-supernatural) and [Ability Category: Stress](#horror-rules-stress-abilities). - -- **Backlash and Corruption:** Here's an old idea: Using a supernatural ability costs nothing---however, each time - the PC casts a spell, their [GM intrusion](#gm-intrusion) rate is raised by 1 until they finish a ten-hour [recovery - roll](#recovery-rolls). Additionally, triggering a GM intrusion on a task prompted by using supernatural abilities - might corrupt the caster. The PC rolls a 1d20 on the following table: - -::: table-responsive - d20 Backlash Effects - -------- ------------------------------------------------------------------------- - 1 The PC is lost to corruption, and betrays their allies. - 2 The PC gains one random [harmful mutation](#harmful-mutations). - 3 The PC permanently loses 1 [Might](#might) point. - 4 The PC permanently loses 1 [Speed](#speed) point. - 5 The PC permanently loses 1 [Intellect](#intellect) point. - 6--10 The PC descends two steps on [the damage track](#the-damage-track). - 11--16 The PC descends one step on [the damage track](#the-damage-track). - 17--19 The PC gains one random [cosmetic mutation](#cosmetic-mutations). - 20 The PC gains one random [distinctive mutation](#distinctive-mutations). - - : Backlash and Corruption -::: - -- **Supernatural Stat Pool:** This option is a more extreme measure that will have profound effects on the game: PCs - with supernatural abilities gain a new stat [Pool](#pool)---Magic, Mana, Essence, Psi---whatever makes sense for the - setting. Whatever the name, the new stat's Pool begins with 8 points, and has an [Edge](#edge) of 0. Regardless of - the Pool the special ability's cost is usually paid from, it is paid from the new Pool\'s points instead, and tasks - it prompts are related to that stat instead of the ability's usual [Might](#might), [Speed](#speed), or - [Intellect](#intellect). PCs can use the Increasing Capabilities [character advancement](#character-advancement) to - assign additional points to their new stat Pool, and Moving Toward Perfection to increase the new stat's Edge. - Reducing the new stat Pool to 0 points probably doesn't send the PC down [the damage - track](#the-damage-track)---but that's up to the GM. In some settings, becoming a supernatural PC might bind your - fate to the world in new ways. - -- **Enablers and Durations:** If a supernatural [ability](#choose-abilities) is an Enabler, it's unclear how long its - effects should last after activation. For example, if a player learns [Ward](#ability-ward){.og-ability} as a - supernatural ability and uses a [recovery roll](#recovery-rolls) to activate it, how long does the PC benefit from - the [Armor](#rules-armor) bonus it provides? Ultimately, the GM must decide what's appropriate. The GM should - consider the following options (and might assign different supernatural abilities different durations): - - - *Preparation Counts.* The enabler ability is always active so long as the ability is prepared. - - - *Duration Assignment.* The enabler ability is active for ten minutes, one hour, one day, or until the PC makes a - ten-hour recovery roll. - - - *Minimum Concentration.* The ability remains active until the PC makes a recovery roll. -::: - ------------------------------------------------------------------------------------------------------------------------ #### Mystical Martial Arts [#](#mystical-martial-arts){.og-h-anchor aria-hidden="true"} @@ -44273,7 +44159,6 @@ Related Sections -- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og} - [Stress](#horror-rules-stress) [(OG-CSRD)]{.og-ref .og-ref-og} ::: @@ -44372,11 +44257,6 @@ lots of time); instead, the user simply pays their [Pool](#pool) costs to use them. ::: -::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor's Notes ---** The optional rules for [Assigning Different Limits for Supernatural -Abilities](#spellcasting-limits) also apply to psi abilities. -::: - ------------------------------------------------------------------------------------------------------------------------ #### Optional Rule: Posthuman Upgrades [#](#optional-rule-posthuman-upgrades){.og-h-anchor aria-hidden="true"} @@ -50018,11 +49898,6 @@ : Stress Fuels Supernatural Abilities ::: -::: {.og-ed .pt-3 .pb-1 .ps-3 .pe-3 .mt-3 .mb-3} -**Editor's Notes ---** For more on supernatural abilities, see [Assigning Different Limits for Supernatural -Abilities](#spellcasting-limits). -::: - ::: {.alert .ps-4 .pb-0} ###### Ability Category: Stress [#](#horror-rules-stress-abilities){.og-h-anchor aria-hidden="true"} {#horror-rules-stress-abilities} @@ -82068,7 +81943,6 @@ ##### Customizing PCs and Abilities [#](#choose-optional-rules-characters){.og-h-anchor aria-hidden="true"} {#choose-optional-rules-characters .og-h-small} -- [Assigning Different Limits for Supernatural Abilities](#spellcasting-limits) [(OG-CSRD)]{.og-ref .og-ref-og} - [Cantrips](#cantrips) [(IOM, 82)]{.og-ref} - [Covens](#covens) [(IOM, 88)]{.og-ref} - [Creating Cyphers, Artifacts, and Abilities](#creating-cyphers-artifacts-and-abilities) [(OG-CSRD)]{.og-ref