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Magic as Plot Device -- With Rules
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<blockquote data-quote="mmadsen" data-source="post: 5030476" data-attributes="member: 1645"><p>Certainly most of them are, but notice how Ravenloft's <strong>curse</strong> system offers far, far more flavor than D&D's <em>bestow curse</em> spell by (a) distancing itself from pure game mechanics, and (b) relying on <em>context</em>. Cursing a liar who has deceived you so that he <em>literally</em> has a forked tongue is far, far more interesting than penalizing him with a -4 to attack rolls and saves.</p><p></p><p>Also, the "unlimited mana" system for GURPS introduces some hazards, but it also replaces cheap and easy magic, which replenishes over a few hours, with a bigger stock of magical energy that replenishes over weeks or months, so there's no sense of "use it or lose it"; spells become more like scrolls.</p><p></p><p>I think some combination of the above systems could work nicely, with spellcasters casting some spells at low risk and others at high risk, with the risks being colorful, not just damaging.</p><p></p><p>Imagine combining some of the typical hazards from the "unlimited mana" calamity table, which follows, with some of the ideas from the Ravenloft curse examples: <p style="margin-left: 20px">10 The mage's skin and clothing crawl with strange energies, sparks, or other visual effect for 3d minutes, and his eyes glow bright, making Stealth impossible and frightening small animals and many "mundanes."</p> <p style="margin-left: 20px">11 The mage is struck with violent headaches that prevent any action other than suffering (treat as physical stun) which lasts 3d turns (Or a number minutes equal to the cost of the spell that triggered the calamity, if a HT roll is failed - minimum 5 minutes). Result 10 also applies.</p> <p style="margin-left: 20px">12 The mage becomes horribly nauseous and weak, taking a -4 to DX, IQ, ST and skills. This lasts a number of hours equal to the cost of the spell (minimum 2), after which the mage must make a HT-4 roll every hour to get over the sickness.</p> <p style="margin-left: 20px">13 The mage is cursed with nightmares for 3d days (plus a number of days equal to the spell cost). After the first night, the mage is at -2 to DX, IQ, ST, and skills. The penalties last until the mage gets a normal night's sleep!</p> <p style="margin-left: 20px">14 Any failed casting roll that the mage makes is treated as a critical failure! This lasts for 1d+1 weeks.</p> <p style="margin-left: 20px">15 The mage's mind is bent. The GM should assign one debilitating (15-point) mental disad by fiat. It takes effect immediately, and lasts 1 day. Each day thereafter, the mage may make a Will roll to shake it off. If the spell cost was higher than 25, the disad lasts for (spell cost/25) days, rounded up.</p> <p style="margin-left: 20px">16 The mage has weakened the binding forces around him. His Threshhold for the next 1d weeks is reduced by 2d+5. The mage is aware of a drop, but not of it's severity! Result 10 also applies. </p><p>Presumably the fireball-tossing wizard would evolve into a not-quite-human entity, throwing off sparks, while a necromancer would slowly assume a cadaverous appearance, etc.</p></blockquote><p></p>
[QUOTE="mmadsen, post: 5030476, member: 1645"] Certainly most of them are, but notice how Ravenloft's [b]curse[/b] system offers far, far more flavor than D&D's [i]bestow curse[/i] spell by (a) distancing itself from pure game mechanics, and (b) relying on [i]context[/i]. Cursing a liar who has deceived you so that he [i]literally[/i] has a forked tongue is far, far more interesting than penalizing him with a -4 to attack rolls and saves. Also, the "unlimited mana" system for GURPS introduces some hazards, but it also replaces cheap and easy magic, which replenishes over a few hours, with a bigger stock of magical energy that replenishes over weeks or months, so there's no sense of "use it or lose it"; spells become more like scrolls. I think some combination of the above systems could work nicely, with spellcasters casting some spells at low risk and others at high risk, with the risks being colorful, not just damaging. Imagine combining some of the typical hazards from the "unlimited mana" calamity table, which follows, with some of the ideas from the Ravenloft curse examples: [Indent]10 The mage's skin and clothing crawl with strange energies, sparks, or other visual effect for 3d minutes, and his eyes glow bright, making Stealth impossible and frightening small animals and many "mundanes." 11 The mage is struck with violent headaches that prevent any action other than suffering (treat as physical stun) which lasts 3d turns (Or a number minutes equal to the cost of the spell that triggered the calamity, if a HT roll is failed - minimum 5 minutes). Result 10 also applies. 12 The mage becomes horribly nauseous and weak, taking a -4 to DX, IQ, ST and skills. This lasts a number of hours equal to the cost of the spell (minimum 2), after which the mage must make a HT-4 roll every hour to get over the sickness. 13 The mage is cursed with nightmares for 3d days (plus a number of days equal to the spell cost). After the first night, the mage is at -2 to DX, IQ, ST, and skills. The penalties last until the mage gets a normal night's sleep! 14 Any failed casting roll that the mage makes is treated as a critical failure! This lasts for 1d+1 weeks. 15 The mage's mind is bent. The GM should assign one debilitating (15-point) mental disad by fiat. It takes effect immediately, and lasts 1 day. Each day thereafter, the mage may make a Will roll to shake it off. If the spell cost was higher than 25, the disad lasts for (spell cost/25) days, rounded up. 16 The mage has weakened the binding forces around him. His Threshhold for the next 1d weeks is reduced by 2d+5. The mage is aware of a drop, but not of it's severity! Result 10 also applies. [/Indent]Presumably the fireball-tossing wizard would evolve into a not-quite-human entity, throwing off sparks, while a necromancer would slowly assume a cadaverous appearance, etc. [/QUOTE]
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