Adjusting Abilities and Spells
There are spells and abilities in Daggerheart that designate the use of particular assets and senses including sight, sound, touch, and movement. Like players, characters may be blind, deaf or mute; they may have disabilities or limb differences; or any number of unique qualities that occur within individuals.
Just as there is no set style for weapons combat, there is no set style of casting within Daggerheart. No spell requires spoken language or specific motions. For example, sign language is equally viable for a Wordsmith Bard as any spoken language.
If you read a domain ability or spell, or other instructions in the game, and notice that the directions on a card do not apply to your character (For example the requirement “a target you can see” cast by a blind PC) work with your GM to adjust the requirements of the spell. To execute the directions of the card might:
- Utilize another sense (“a target you can hear”).
- Specify the mechanical range (“within close range”).
- Add narrative character details (the PC is helped in perceiving a target through magical means or use of an aid).
- Define World Building (the Mortal Realm is constructed in a way that is more accessible for disabled characters).
Modifying spells, abilities, or other aspects of Daggerheart also extends to supporting the enjoyment of everyone at the table. We invite you to adjust the flavor of cards based on the “lines” and “veils” established by the group (see “Session Zero and Safety Tools” in chapter 3). For example, a player might want their Druid to use the Conjure Swarm spell, but either they or another player feel uncomfortable with bugs. In that case, they could conjure other objects such as flower petals, small birds, or even a specific bug (like a butterfly) that feels comfortable for them. All players, including the GM, should abide by the customizations made to accommodate one another.