Spelleater

Spelleater

When this foe feeds off the energy created when you cast a spell, it opens its mouth and sucks that energy into its body, roll+INT. On a 10+ choose one, on a 7-9 choose two. On a 6- the GM will choose two:

  • It uses the power it siphoned to heal itself for 1d8
  • The power charges its next attack, which deals +1d10 damage forward if it lands
  • This interference drains your mind, take 1d8 damage ignoring armor
  • The power is redirected to two allies you name, they take 2d4 damage ignoring armor
  • You forget the spell

You can view this move here on Vin Moves and here on GitHub.

I like the description of this move and the image it invokes, but in terms of fiction vs mechanics this move definitely leans more towards mechanics. The options you have to choose from are also pretty harsh, so I’d only say a monster was a Spelleater if I really wanted to up the difficulty.

I am trying to make each of the options here a viable result. If the monster is very low, do you risk healing? Do you empower its next attack, knowing it’s more damage but also avoidable? Do you, a spellcaster, take damage yourself or do you pass it off to your allies?

This move would require quite a bit more playtesting for balance purposes. Because it’s so mechanics heavy and has so many numbers I’d like to play around with it a lot more before calling the list of options finished.

Leave a Reply

Your email address will not be published. Required fields are marked *