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<blockquote data-quote="Spatzimaus" data-source="post: 1614595" data-attributes="member: 3051"><p>If you artificially raise one area of magic, such as casting time, caster level, or saving throw, the players will ALWAYS find those few spells unaffected. Caster level? <em>True Strike.</em> Saving throw? <em>Cure Light Wounds.</em> And so on.</p><p></p><p>I'd suggest some more generic ones, penalties that don't depend on the specifics of the spell. For instance:</p><p>1> In addition to the usual costs, all spells deal 2 points of damage to the caster per level of the spell. Nothing can reduce this damage. Anyone who falls unconscious as the result of this damage goes into a coma, and won't wake up after being healed above zero. (Natural healing will eventually bring them out of it, though.)</p><p>2> All spells are less predictable. Every time the player wants to cast a spell, roll 1d6. On a 4, 5, or 6 it works as normal. On a 2 or 3 it fizzles. On a 1, it has some negative effect, DM's discretion. (If you want this to be less random, make it a skill; DC = 15 + 2*spell level, failing by 5 or more causes the negative effect.)</p><p>3> Make Material components matter by making them rare and/or expensive. Instead of a lump of bat guano, it has to be a lump of Consecrated Vampire Bat Guano harvested on Midwinter's Day, costing 100gp per use if store-bought. The player could always go collect it himself, of course. Heh. Heh.</p><p></p><p>I'm sure you could come up with more of these.</p></blockquote><p></p>
[QUOTE="Spatzimaus, post: 1614595, member: 3051"] If you artificially raise one area of magic, such as casting time, caster level, or saving throw, the players will ALWAYS find those few spells unaffected. Caster level? [i]True Strike.[/i] Saving throw? [i]Cure Light Wounds.[/i] And so on. I'd suggest some more generic ones, penalties that don't depend on the specifics of the spell. For instance: 1> In addition to the usual costs, all spells deal 2 points of damage to the caster per level of the spell. Nothing can reduce this damage. Anyone who falls unconscious as the result of this damage goes into a coma, and won't wake up after being healed above zero. (Natural healing will eventually bring them out of it, though.) 2> All spells are less predictable. Every time the player wants to cast a spell, roll 1d6. On a 4, 5, or 6 it works as normal. On a 2 or 3 it fizzles. On a 1, it has some negative effect, DM's discretion. (If you want this to be less random, make it a skill; DC = 15 + 2*spell level, failing by 5 or more causes the negative effect.) 3> Make Material components matter by making them rare and/or expensive. Instead of a lump of bat guano, it has to be a lump of Consecrated Vampire Bat Guano harvested on Midwinter's Day, costing 100gp per use if store-bought. The player could always go collect it himself, of course. Heh. Heh. I'm sure you could come up with more of these. [/QUOTE]
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