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The Cost of Magic (potential house rule)

Rabbit503

First Post
So I was trying to think of a way to adjust magic in D&D (likely 3.5) making it more costly for characters to use. My goal being that players still have access to varied and amazing spells, but returning some mysteriousness and awe to magic. In other words a low magic world with magic characters that don't run amock.

I like the idea of wizards burdened with secrets of the Arcane. A world where wizards (and other casters) can due great and terrible things but at a cost.

One idea I had was to add the following feature to all casters. Every time a spell is cast to completion the caster must make a fortitude save (adjusted by spell level.) A failure would render the character Fatigued, a Fatigued character that fails becomes Exhausted, and an Exhausted character who fails a Fortitude becomes Unconscious.

This could even be a tiered fortitude save. Losing by <5 Fatigued, 5-10 Exhausted, >10, Unconscious. Maybe rolling a 1 does damage to the caster?

I want players (and their characters) to consider some consequences that come with using magic.

Any thoughts?
 

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I use a similar house-rule system, whereby every spell cast must succeed on a check in order to be cast successfully, and rolling a 1 on the check results in being stunned and damaged by the magical feedback.
 

I like the idea of wizards burdened with secrets of the Arcane. A world where wizards (and other casters) can due great and terrible things but at a cost.
I like this idea, too.

Rabbit503 said:
One idea I had was to add the following feature to all casters. Every time a spell is cast to completion the caster must make a fortitude save (adjusted by spell level.) A failure would render the character Fatigued, a Fatigued character that fails becomes Exhausted, and an Exhausted character who fails a Fortitude becomes Unconscious.
I would like to see a much more complex system, with different costs for casting various spells, including ability damage (perhaps Con for damage spells, Wis for enchantments, Cha for illusions, etc.), status effects (fatigue, exhaustion, stunned, etc.), hit point damage (1d6, 2d12, whatever), or in some cases just expensive material components...but something that could replace "spells per day" and make spellcasting a much more strategic decision-making process. In some cases, saving throws could perhaps mitigate the negative effects of spellcasting. If done right, this system would make spellcasting powerful but more of a "last resort."

But yeah, I like the basic idea.
 


One idea I had was to add the following feature to all casters. Every time a spell is cast to completion the caster must make a fortitude save (adjusted by spell level.) A failure would render the character Fatigued, a Fatigued character that fails becomes Exhausted, and an Exhausted character who fails a Fortitude becomes Unconscious.


I think this could work - to balance it up I'd suggest getting rid of Clerics/Druids etc, give most of their spells to the Wizards.

It's a good idea not to require a roll to cast the spell - for the mood you want, magic should be powerful & reliable when unleashed. Instead having the fatigue-roll post-casting works much better.
 

Fatigue rules are find. I don't like to "succeed" to cast spell rolls, unless magic is as unlimited than warrior's swordswinging.

For different feel I prefer subdual casting dmg, with failed rolls, or real damage for backflash of critically failed roll. I would make this dmg based on level of spell casted or power points expended or something like that.

One other magic system I used to simulate price of magic was "corruption-points". Bit like when in oldie warhammer you got insanity points and had to roll if you get actual insanity. Though in this case I allowed much more corruption points before making the roll, and some nasty spells gave more corruption points. My table what would happen had tiers of magnitude. It was mix of chaos corrution/insanity/things I ripped from Immortal games "taboo" system.

It was possible to get some purification, but it required questing. There was various sources for that.

Nasty evil spellcasters would be mutated, insane and often caused some nasty things to happen on areas they passed/lived.

It worked very well for that game-world. Remains me, where I have put those tables.
 

Conceptually the idea is good.

Speaking practically, the fort save element is a problem. The wizard is supposed to suck at fort saves, this rule would create a strange dynamic whereby they would make every effort to max fort. It's also very swing-y, the casters could cast a while and be fine or fall down after a couple of spells, which may or may not be a good thing from your perspective.

I'd say the vitalization spell point rules from UA or a separate, more complex system would serve the goal better.
 

My own RPG rules have spells cause "drain". You accumulate points based on the power of the spell. The basic concept is that the more drain points you have, the worse things get for you.
Smoss
 

Any thoughts?

A fatigue system is fine, but I don't really see how it causes mages to be burdened per se. A corruption or magical addiction system would better reflect that, I think. Something that risks a little bit of the mage, himself, whenever he dares to shape such forces.

As [MENTION=17106]Ahnehnois[/MENTION] mentions though, Fortitude isn't the best fit. I suggest flavoring it as the mage's struggle to impose his will upon cosmic forces, and make it a willpower save. Don't forget to tweak your DCs to account for the fact that you're using a good save, as opposed to a poor one.
 

Mongoose's Encyclopedia Arcane line has a number of casting subsystems which operate much like the ideas proposed above. Dragon Magic has a system of lesser power words which can be used many times per day, but which deal subdual damage when used. Blood Magic has a similar system of bloodrites, which can be used as often as you have hit points to pay for them. It also has a sacrifice addiction system, which might be worth examining. Chaos Magic has a neat 'gradual descent into madness and death' mechanic, as well as very flexible spells.

As for other systems, Iron Heroes has an accidental feedback mechanic, though it's not really portable to normal d20 outside of IH's class framework. A variant of the SRD's Taint mechanic might also serve, with each spell cast requiring a Will save with a DC as a function of spell level to avoid gaining a point of taint.

I would like to mention True Sorcery again, though. It really does fulfill the OP's objectives of highly varied spells and great deeds at high costs. The system permits you to build your own spells during combat; the flexibility is unmatched. Nominally, there is a check to cast, but it is possible to build your spells such that you can take 1 on your roll and make it (ie, you are not compelled to play riskily in that regard, though it is an option). There are two variants of casting cost; in the first, every spell you cast inflicts subdual damage on you, and in the second, you have a pool of mana points. If you're at half mana or lower, you're fatigued, and at 0 mana, you're exhausted. There are also options for overdriving, whereby you can spend XP or take lethal damage in order to increase the power of a single spell. It's not unusual in my experience for low-level true sorcerers to knock themselves unconscious by casting, and a 20th level true sorcerer, if properly prepared, can kill a deity (per the stats in Deities and Demigods)... provided he's willing to kill himself to do it. The only point where it fails is on the interpretation of 'burden' as mentioned - there is no casting addiction mechanic. Most TruSorcs don't really need the help, though.
 

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