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How do you keep spellcasting slaves from casting spells?
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<blockquote data-quote="RUMBLETiGER" data-source="post: 6173327" data-attributes="member: 6674868"><p>I want to second <em><a href="http://www.d20pfsrd.com/magic/all-spells/m/mark-of-justice" target="_blank">Mark of Justice</a></em>. The player can choose to cast a single spell, but then the <em><a href="http://www.d20pfsrd.com/magic/all-spells/b/bestow-curse" target="_blank">Bestow Curse</a></em> effect kicks in. If you want a simple one, go for the -6 to a single ability score, and make it the one what controls casting (CHA for Sorc., WIS for Cleric). You could also get creative and make up your own, whatever works. This way, the players COULD cast a spell, but at great cost. Let them toy around with that decision.</p><p></p><p><em><a href="http://www.d20pfsrd.com/magic/all-spells/g/geas-quest" target="_blank">Geas and Lesser Geas</a> </em>can be used at similar effect. Give the instruction something along the lines of "Stay within this prison cell" or "Obey the orders of this person". The players can still choose to escape, but the penalty will come down on them. If they escape, become weaker, they can still choose to return to the cell or return to obedience of that person and be restored after 24 hours.</p><p></p><p>I personally prefer to avoid completely overriding a player's free will. Giving them the choice to cooperate or rebel with a penalty keeps the freedom and enjoyment within their hands. It also encourages them to be more creative, such as trying to find ways to twist the wording of the Geas. For example, if you put the players within the slave pit cell and give the order "Stay behind these doors", you've given your players a creative out- they need to remove the doors and carry them into their freedom for the rest of however long it takes for them to find a <em>Remove Curse</em> or similar spell. Dragging the doors leaves tracks and their captors follow them a few times before they finally get away. The doors get worked into tower shields and your players get to feel clever and talk about it for years.</p><p></p><p>I don't know your plot or exactly what you have in mind, but my suggestion is to give your players just enough wiggle room to possibly thwart your plans, while still giving a penalty if they do.</p></blockquote><p></p>
[QUOTE="RUMBLETiGER, post: 6173327, member: 6674868"] I want to second [I][URL="http://www.d20pfsrd.com/magic/all-spells/m/mark-of-justice"]Mark of Justice[/URL][/I]. The player can choose to cast a single spell, but then the [I][URL="http://www.d20pfsrd.com/magic/all-spells/b/bestow-curse"]Bestow Curse[/URL][/I] effect kicks in. If you want a simple one, go for the -6 to a single ability score, and make it the one what controls casting (CHA for Sorc., WIS for Cleric). You could also get creative and make up your own, whatever works. This way, the players COULD cast a spell, but at great cost. Let them toy around with that decision. [I][URL="http://www.d20pfsrd.com/magic/all-spells/g/geas-quest"]Geas and Lesser Geas[/URL] [/I]can be used at similar effect. Give the instruction something along the lines of "Stay within this prison cell" or "Obey the orders of this person". The players can still choose to escape, but the penalty will come down on them. If they escape, become weaker, they can still choose to return to the cell or return to obedience of that person and be restored after 24 hours. I personally prefer to avoid completely overriding a player's free will. Giving them the choice to cooperate or rebel with a penalty keeps the freedom and enjoyment within their hands. It also encourages them to be more creative, such as trying to find ways to twist the wording of the Geas. For example, if you put the players within the slave pit cell and give the order "Stay behind these doors", you've given your players a creative out- they need to remove the doors and carry them into their freedom for the rest of however long it takes for them to find a [I]Remove Curse[/I] or similar spell. Dragging the doors leaves tracks and their captors follow them a few times before they finally get away. The doors get worked into tower shields and your players get to feel clever and talk about it for years. I don't know your plot or exactly what you have in mind, but my suggestion is to give your players just enough wiggle room to possibly thwart your plans, while still giving a penalty if they do. [/QUOTE]
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How do you keep spellcasting slaves from casting spells?
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