Variant Rules (Black Clover Supplement)
Variant Rules[edit]
The following are writeups and links to various variant rules this campaign should use.
General Rules[edit]
Additional Status Conditions[edit]
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[edit]
This rule makes any combat an actual risk, with a single slip up leaving a deep scar on one's character.
More Actions[edit]
This rule serves to give more variety in what you can do on your turn.
Supplement Variant Rules[edit]
Variant rules that affect the setting directly.
Setting Specific Rules[edit]
Spell Clashing[edit]
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.