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Consequences of Magic

Centaur

First Post
Has anyone ever thought that the D20 and other RPG magic systems seem to be a little to clean. Spell X produces effect Y at target Z and nothing else happens.

What if spells and magical effects had consequenses or side effects that manifest whenever the spell is used. There are some obvious ones that are already in the rules such as area effect evocation spells (like fireball) affecting everyting in the vicinity indiscriminantly.

What about other spells. Can anyone think of standard spells out of the system that don't describe and consequences or side effects, but could depending on when and how they are used.

Example: Bull's Strength
The subject of this spell is now much stronger that he is used to. Until he spends a considerable amount of time using the spell, he is likely to break things that before he had no problem handling. Conversely, someone used to the spell being in effect may try to lift something that wouldn't be a problem under the influence of the spell. However, it is not currently active, he may try to lift the item without thinking and pull a muscle in his back.

Another possibility (and this might be deviating from the spirit of Bull's Strength a bit too much), would be to induce some sort of stress on the characters body from extended use of the spell or a magic item that provides the same effect. In efect this would be something like addiction. Over time the persons natual body would deteriate from extended dependency on the magic. When the spell is not in effect, the character begins to suffer minuses to his strength (in the case of bull's stength). This damage could be repaired through the use of restoration of heal spells, but would remanifest itself quickly if the person went back to his pattern too early. Definitly not in the spirit of the D20 Magic system, but opens up a new avenue for DMs who think their players abuse the magic system a little to much.

Most side effects or consequences will likely be roleplaying issues rather than some application of strict rules. I'm thinking of including something along this line in my campaing to "Spice Things Up" a bit. Make players think twice before casting all kinds of stat boost spells and such every morning and keeping them up all day.

I'd like to hear what other people think of this idea and if they have any other side effect ideas. Also, do they even have a place in the game, or should they be ignored all together?
 

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I have often toyed with the idea that in order to create an "effect" it has to be brought from somewhere else.

Bulls Strength may make you stronger but someone else in the area loses that strength until the end of the spells duration.

Create Water takes it from somewhere else. In an arid area that may mean a settlements entire water supply for a couple days.

and so on and so on....
 

One way to think of it is that for most D&D worlds has had magic for a long, long time. The spells in the PHB are all well known, tried-and-true types that have all the rough edges sandeed off and all the bugs worked out. You could, presumably, have side effects upon newly researched spells.

Flavor-wise, what you suggest is cool. Proobably better for a low-magic world than a high magic one, though, as a large part of the result would likely be folks wanting to avoid magic somewhat.

However, rules-wise it creates a bit of a problem in terms of gauging spell power and level.
 

The magic system in our forthcoming campaign setting/low-magic source book may appeal to you. Not only is there opportunity galore for spell failure, but the means by which spells are actually cast are often morally questionable. We feel that its time to put some grit back into gaming. :) Anyways, sorry to hijack.
 

I've always wondered about summoned monsters - is it moral to summon creatures just to die on your behalf? Do the monsters exist before the spell or are they brought into existence by the magic?

I've often toyed with the idea of a group of zealots who believe that summon spells are immoral because they take creatures away from their natural habitats. This group goes around trying to convert mages to their cause, making them foreswear summoning spells, or else imprisoning/slaying the ones who refuse to cooperate.
 

I think the main reason most people wouldn't do something like this the maintenance factor... too hard to keep track of everything or to come up with consequences each time someone in the party casts a spell...

personally, if someone created an effective and, more importantly, efficient way to manage something like this I'd gladly use it...

make my players think about their somewhat frivolous use of magic...

:)
 

Subdual damage from a Fatigue system works well if you want to try it out and its perfect for things like Bulls Strength

ie Bulls Strength works by giving a sudden boost of adrenaline to the muscles (as does things like haste etc) however the extreme exertion and stress on the body caused by the spell causes subdual damage once the spell has ended.
 

My homebrew (and soon to be published) setting has magic addiction. Basically, a spellcaster becomes addicted after a few levels of casting magic and begins suffering from various physical and mental defects because of it..similar to the way a drug addict may act. They can also OD on magical energy by trying to cast a spell that is higher level than they can currently cast safely and suffer from negative effects from not casting spells, like withdrawl from a drug.

It keeps spellcasters in check.
 

(a blatent copy and paste of some comments I made on a power creep thread in House Rules a while back)

One idea I'd been toying with for a while would be forcing characters to have an adjustment time/penalties for stat up spells. If you think about it, suddenly increasing your intelligence by 25% or so is going to be a bit of a shock to your system. A sudden increase in physical speed or strength could cause an "overshoot" effect until you get used to it. Major changes in perception (wisdom) would be very distracting. And thats before the "just got out of the pool after an hour of floating around" feeling you must get when the boosts wear off.

So one house rule to both cut down on power level (because people wouldn't be casually doubling their str before the fight) and encourage roleplaying would be to enforce adjustment to stat or movement boosts. You just raised your int by 5 points? You're stunned for d4 rounds while you adjust to the speed your brain's moving at and force yourself to focus on the boring problems at hand. Go from an 8 to a 14 wisdom? You're temporarily at a negitive to your spot checks because of how distracted you are by your new perception of mundane things. ("wow, have you ever really LOOKED at the silver weave on these elven cloaks?" "uh, no bob, but maybe you should be looking for orcs instead." "Sure, I'll check the plains - oh HEY! I can tell that a stream runs there in the wet season, look at the way the grass is different along that line!" "Er, thats great bob, but are there any-URK!")

Hangover effects when boosts wear off would be just as helpful, and really make characters think before 'buffing'. (and heaven help the thief who's gotten all used to his gloves of dex +6 and wanders into a antimagic field).

I'd really like to see players, esp of low level characters role play stat boosts. One character I played had painted herself into quite a corner with her early decisions in life, and I had every intention of her having a minor nervous breakdown if she ever got a serious wisdom boost (from suddenly seeing how she could have dealt with her problems without a lot of people getting killed)

Kahuna Burger
 

Centaur said:
Definitly not in the spirit of the D20 Magic system, but opens up a new avenue for DMs who think their players abuse the magic system a little to much.

These DMs should either find a new group or play another system then, as opposed to thinking up rules changes just to spite their players.
 

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