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<blockquote data-quote="Centaur" data-source="post: 884779" data-attributes="member: 11822"><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>Example: <strong>Bull's Strength</strong></p><p>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.</p><p></p><p>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.</p><p></p><p>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.</p><p></p><p>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?</p></blockquote><p></p>
[QUOTE="Centaur, post: 884779, member: 11822"] 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: [b]Bull's Strength[/b] 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? [/QUOTE]
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