Now first of all, using these features requires the DM's permission of course, but lets assume you have it. Anyways, the biggest problem with the spells and magic items is the contamination mechanic. As not all DM' will have access to the book, what would be the best way to use these without disrupting or slowing down the game too much?
First off, if your DM does not have the book, you should be sharing that content with them before you obtain permission to use the spells. These spells are, for the most part, poorly designed - they are extremely powerful for the spell level they use and try to mitigate their power through contamination and requiring consumed delirium shards. That creates a number of burdens for your DM, that Tyne DM should know about before they agree.
First, the contamination from the spells is not that big of a deal, and is fairly easily purged. It is clear the spells anticipate you will receive contamination from other sources, making the contamination cost from the spell a bit more risky. In a game without other sources of contamination, they are drastically less risky - meaning the spells are pretty darn undercoated. That causes problems for your DM - either in terms of balancing, or forcing them to find some way to work contamination into their game.
Second, now your DM has to find some way to work delirium shards into their game. That is one of those things which, while it sounds easy on paper, can be hard for your DM to balance - after all, make them too available and you have given the player easy access to some poorly designed spells; make them too rare and your player feels limited.
The third issue that comes up? A number of the effects are body horror or similarly horrific, and might not fit the tone of every campaign or group. A DM should be well aware of all these options before they sign off on everything.
Now, let’s assume you do the first step - share your content and let it be reviewed - and the DM still signs off on things. How you handle this will be up to the DM, likely in consultation with the player. The DM will get to determine how much access you have to delirium shards, how you find and learn the spells, and whether you or the DM roll the contamination effects. Each DM is going to want to handle that differently. That is a conversation you need to have with your DM; it is not something we strangers on the internet can easily answer.
Rollback Post to RevisionRollBack
To post a comment, please login or register a new account.
Now first of all, using these features requires the DM's permission of course, but lets assume you have it. Anyways, the biggest problem with the spells and magic items is the contamination mechanic. As not all DM' will have access to the book, what would be the best way to use these without disrupting or slowing down the game too much?
First off, if your DM does not have the book, you should be sharing that content with them before you obtain permission to use the spells. These spells are, for the most part, poorly designed - they are extremely powerful for the spell level they use and try to mitigate their power through contamination and requiring consumed delirium shards. That creates a number of burdens for your DM, that Tyne DM should know about before they agree.
First, the contamination from the spells is not that big of a deal, and is fairly easily purged. It is clear the spells anticipate you will receive contamination from other sources, making the contamination cost from the spell a bit more risky. In a game without other sources of contamination, they are drastically less risky - meaning the spells are pretty darn undercoated. That causes problems for your DM - either in terms of balancing, or forcing them to find some way to work contamination into their game.
Second, now your DM has to find some way to work delirium shards into their game. That is one of those things which, while it sounds easy on paper, can be hard for your DM to balance - after all, make them too available and you have given the player easy access to some poorly designed spells; make them too rare and your player feels limited.
The third issue that comes up? A number of the effects are body horror or similarly horrific, and might not fit the tone of every campaign or group. A DM should be well aware of all these options before they sign off on everything.
Now, let’s assume you do the first step - share your content and let it be reviewed - and the DM still signs off on things. How you handle this will be up to the DM, likely in consultation with the player. The DM will get to determine how much access you have to delirium shards, how you find and learn the spells, and whether you or the DM roll the contamination effects. Each DM is going to want to handle that differently. That is a conversation you need to have with your DM; it is not something we strangers on the internet can easily answer.