Variant Rules (Black Clover Supplement)
Variant Rules
The following are writeups and links to various variant rules this campaign should use.
General Rules
Additional Status Conditions
This rule serves to make using different types of attacks being worth it, instead of just using the same attacks over and over again.
Limb System
This rule makes any combat an actual risk, with a single slip up leaving a deep scar on one's character.
More Actions
This rule serves to give more variety in what you can do on your turn.
Supplement Variant Rules
Variant rules that affect the setting directly.
Setting Specific Rules
Spell Clashing
In this setting, there will be instances where spells will clash with eachother. In this moment, the advantages and disadvantages of Mana Attributes start to show.
When a creature is targeted by a damaging spell, they can use their reaction to initiate an attack clash with a similar effect (spell attack, saving throw, etc) if within range and the spell doesn't take an action cost above a Lengthy action. Both creatures immediately roll damage for their respective attacks. The higher roll deals damage equal to the difference between the two rolls; if the damage rolls tie, no damage is dealt.