GitHub repository: r4d6/Cult-Spell-rework
Primary language: DM
Created: 2019-09-06T01:07:02Z
Description: The idea is to give each character, a "cult effectiveness value" that start at 1.00. Every cult spell will multiply their effect's value by that value  So if someone has a 20% resistance, it would reduce the value from 1.00 to 0.80  But if someone got a 50% weakness, then the value would be 1.50  If it is something that would previously render immune to cult magic, then it will set the value to 0.00  So like that, we can support custom effectiveness against cult, in both direction And it will take cult spells a little bit more complex than the binary "If target has HOLY_TRAIT, spell don't work. Else, spell work"