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Magic as Plot Device -- With Rules
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<blockquote data-quote="Celebrim" data-source="post: 5030537" data-attributes="member: 4937"><p>Things that are very common in my game, or which I'd like to be more common in my games, or which I'd like to see become more standard to the rules:</p><p></p><p>1) Unusual mishaps: All spell check failures have a chance of creating mishaps rather than failures. These mishaps do things other than just damage (though they can do that too). Spell failures due to disruption ought to be a bigger risk.</p><p>2) Terrain/Location related spell modifiers: Since 1st edition, its been a common assumption in my games that spells are inherently tied to the land, and that as a result some spells are harder or easier to cast in some places than others. Divine spells are easier in sacred spaces, and harder in profane ones. Certain places are particularly sacred to particular dieties, enhancing the divine magic of their priests and suppressing all others. A spell that conjures fire is harder if you are standing in the middle of a lake, the ocean, etc., than it is if you are standing in a volcano. Good luck conjuring water in said volcano or in the middle of a desert erg or a dry salt pan. And so forth.</p><p>3) Anyone can potentially curse anyone or bring a curse down on themselves: Better watch your words. Evil spirits are lurking everywhere just waiting for an invitation to make the lives of others or your own life miserable. This is not a world where you want to scream, "Go to hell!" to one of your loved ones. Right now I'm using something similar to the Ravenloft curse system. What I'd love to have is a fairy tale style Blessing system, for the consequences of good words. </p><p>4) The World is Animistic: Everything has a spirit. Trees, animals, even big rocks, probably have some sort of spirit that you can wake up, talk to, and which, if you offend it, might wake up on its own and express its displeasure. If you are going to have to cut down a tree, it's a good idea to apologize for it and explain how you are going to treat its wood with honor and for a good purpose. If you are going to fireball a monster in the middle of the forest, you might want to think twice about it just because harming and offending the trees might be a worse problem than the threat of the monster.</p><p>5) Magic is not fully controllable: Ever since 1st edition, I've tried to avoid dropping swords +1 into the campaign. Most items are unique in some way or the other. A typical item in my 1st edition games might have been a +1 dagger that strikes as a short sword (weapon vs. AC modifiers), has a +5% chance of a critical hit, is +4 on item saving throws, and has some wierd flavor property (always warm to touch, for example), and casts some 1st level spell once per day. In 3e, taking a page from GURPs rules on creating power stones, I assume that all powerful magic items tend to acquire wierd unexpected quirks regardless of the creator's intent. Items tend to be just a little bit wierd and unexpected. If you create some item more powerful than a scroll or potion, don't be surprised if it has some minor but wierd unexpected property. If you were to create a really potent item, don't be surprised if it has alot of wierd quirks.</p><p>6) Magic leaks: This doesn't typically come up in a campaign, since PC's tend to spend most of their time wandering, but my assumption has always been that magic is just a little bit (to use a modern concept) 'radioactive'. The more you use magic in a place, the more magical that place becomes and the more likely it is that the place develops quirks. This was partly inspired by all the flavor text in 1st edition of monsters being spontaneously created in places that were magical, and partly inspired by how Pratchett treats magic in the Discworld. Spellbooks (because you do alot of magic while they aer around) eventually get quirky. Libraries of spellbooks therefore get really quirky. Places where alot of epic or grand spellcasting took place have lingering side effects, and tend to attract magical beings or spontaneously create them. Ceremonial places become magically more suited to the rituals that take place in them, and are 'cranky' when you try to perform the wrong sort of magic.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 5030537, member: 4937"] Things that are very common in my game, or which I'd like to be more common in my games, or which I'd like to see become more standard to the rules: 1) Unusual mishaps: All spell check failures have a chance of creating mishaps rather than failures. These mishaps do things other than just damage (though they can do that too). Spell failures due to disruption ought to be a bigger risk. 2) Terrain/Location related spell modifiers: Since 1st edition, its been a common assumption in my games that spells are inherently tied to the land, and that as a result some spells are harder or easier to cast in some places than others. Divine spells are easier in sacred spaces, and harder in profane ones. Certain places are particularly sacred to particular dieties, enhancing the divine magic of their priests and suppressing all others. A spell that conjures fire is harder if you are standing in the middle of a lake, the ocean, etc., than it is if you are standing in a volcano. Good luck conjuring water in said volcano or in the middle of a desert erg or a dry salt pan. And so forth. 3) Anyone can potentially curse anyone or bring a curse down on themselves: Better watch your words. Evil spirits are lurking everywhere just waiting for an invitation to make the lives of others or your own life miserable. This is not a world where you want to scream, "Go to hell!" to one of your loved ones. Right now I'm using something similar to the Ravenloft curse system. What I'd love to have is a fairy tale style Blessing system, for the consequences of good words. 4) The World is Animistic: Everything has a spirit. Trees, animals, even big rocks, probably have some sort of spirit that you can wake up, talk to, and which, if you offend it, might wake up on its own and express its displeasure. If you are going to have to cut down a tree, it's a good idea to apologize for it and explain how you are going to treat its wood with honor and for a good purpose. If you are going to fireball a monster in the middle of the forest, you might want to think twice about it just because harming and offending the trees might be a worse problem than the threat of the monster. 5) Magic is not fully controllable: Ever since 1st edition, I've tried to avoid dropping swords +1 into the campaign. Most items are unique in some way or the other. A typical item in my 1st edition games might have been a +1 dagger that strikes as a short sword (weapon vs. AC modifiers), has a +5% chance of a critical hit, is +4 on item saving throws, and has some wierd flavor property (always warm to touch, for example), and casts some 1st level spell once per day. In 3e, taking a page from GURPs rules on creating power stones, I assume that all powerful magic items tend to acquire wierd unexpected quirks regardless of the creator's intent. Items tend to be just a little bit wierd and unexpected. If you create some item more powerful than a scroll or potion, don't be surprised if it has some minor but wierd unexpected property. If you were to create a really potent item, don't be surprised if it has alot of wierd quirks. 6) Magic leaks: This doesn't typically come up in a campaign, since PC's tend to spend most of their time wandering, but my assumption has always been that magic is just a little bit (to use a modern concept) 'radioactive'. The more you use magic in a place, the more magical that place becomes and the more likely it is that the place develops quirks. This was partly inspired by all the flavor text in 1st edition of monsters being spontaneously created in places that were magical, and partly inspired by how Pratchett treats magic in the Discworld. Spellbooks (because you do alot of magic while they aer around) eventually get quirky. Libraries of spellbooks therefore get really quirky. Places where alot of epic or grand spellcasting took place have lingering side effects, and tend to attract magical beings or spontaneously create them. Ceremonial places become magically more suited to the rituals that take place in them, and are 'cranky' when you try to perform the wrong sort of magic. [/QUOTE]
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