The amount of Constitution or Charisma damage is dependent on the amount of the XP cost | |
---|---|
XP Cost | Constitution Damage |
<100 XP | 1d3 points |
100-250 XP | 1d4 points |
251-500 XP | 1d6 points |
501-750 XP | 1d8 points |
751-1,000 XP | 1d10 points |
1,001 – 1,500 XP | 1d12 points |
1,501-2,500 XP | 2d8 points |
2,501-5,000 XP | 2d10 points |
5,001 – 10,000 XP | 2d12 points |
>10,000 XP | 3d10 points+1d10 per extra 10,000 XP |
Spells, item crafting, and other abilities do not cost XP. Instead, they cause temporary Constitution damage that can only be healed by rest (at a rate of 1 point per full day of rest). If the individual’s Constitution falls to 0 or below, they die.
If the individual has no Constitution score, then they suffer Charisma damage. If their Charisma drops to 0 or below, they are destroyed.
There is no save against the damage, and it cannot be avoided by resistances nor immunities.
Thus only the hardiest spell casters should attempt to cast the most powerful spells. If the caster dies from Constitution damage while crafting a magical item, and the enchanting is successful, then their life force goes into the magical item, which becomes intelligent (gaining the caster’s mental ability scores). They cannot be raised without destroying the magical item.
If the caster dies while casting a spell, they can only be raised via a True Resurrection, Wish, Miracle, or similar magic.