Any D20 games in which magic has bad side effects?

For the last several years, in our campaigns, heavy magic use (i.e. Walking Missile Batteries or Magic saturated areas) cause accumulations of magic causing Magic Poisoning.

Depending on degree and speed of accumulation, differing effects can occur.

We used 'book-keeping' lite rules. Meaning, the DM would only invoke it when needed and didn't keep exact records.

Osc
 

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Alright, so the thread is 4 years old...but Green Ronin's "True Sorcery" (the magic system from The Black Company setting book) has rules for Taint, which occurs when magic is used for evil.
 

ColonelHardisson said:
Alright, so the thread is 4 years old...but Green Ronin's "True Sorcery" (the magic system from The Black Company setting book) has rules for Taint, which occurs when magic is used for evil.
Heroes of Horror and Unearthed Arcana have taint as well.
 


Good someone mentioned True Sorcery, which even without the taint has nonlethal damage as fatigue, which is a low-powered "detrimental" effect.
 



Doesn't Iron Heroes have some unpleasantness set aside for when the Arcanist class screws up?

None-D20, the core GURPS system used skill checks for spells (roll lower than skill on 3d6), with a roll of 18 being very bad. Accidently summoning demons and the like.
 


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