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Your Magic Is Killing Us

Stormonu

NeoGrognard
One of the themes I've always wanted to do with D&D magic is the idea that magic has a potentially dangerous cost. Not only to the wielder, but possibly to those around them and the world at large.

While 1E & 2E D&D had some of these drawbacks (such as Shout being able to permanently deafen the caster if used more than 1x/day, Teleport mishaps, Contact other Plane causing insanity, Polymorph possibly killing the target or causing them to "lose their mind", Haste aging the user, etc.), I've never really been satisfied with the drawbacks; they're often either too much or too little to worry about (What worry is aging to an elf? Death from polymorph or a researched teleport is a little *too* extreme)

Dark Sun had defiling magic, which killed plants and could cause some pain to those within a certain distance. But that's not exactly what I was looking for; besides it was possible (and encouraged) for characters to be preservers, who did not have those side effects; I don't want a system that can be circumvented.

3E tried to incorporate some drawbacks with sacrificing XP, or money. Bleh, that's definitely not the way I think things should have gone. (Likewise, entirely removing any negative aspects from spells by 3.5 I feel caused a lot of problems for the game.)

I'm contemplating a system that applies negative conditions to the caster in return for casting a spell. The more powerful the spell, the more dire the consequences. In return though, monsters need to be defeatable without having to pull out the "big guns". It becomes a case of "how much do you want to risk?", leaving (most) of the level of risk up to the player.

Likewise, I'd also like the system to have an effect on the world environment; there isn't only a risk to the caster, but to the fabric of the world around him. Casting a big spell may perhaps cause tremors in the area, drain magic preventing further spell use, perhaps cause even a distant beloved NPC ally to suffer a heart attack or be driven into a coma (if the spell is "big enough").

Have you ever contemplated a drawback system for D&D magic? Would you want such a system? Have you found or made up a system that works for your group?

(P.S.: This isn't meant to make Wizards gods and Fighters peons; the spellcasters should be able to operate at levels on par with the martial characters safely, but they risk maiming or even losing their character if they use "high magic" - say, anything on par with 4th level spells or higher [in 1-3E terms]).
 

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Good thread.
Let me get all over-simplistic here:
When you attack with a weapon, no matter how epic you are or what sort of artifact-weapon you're using, there's always a 5% miss chance.

I'd like all magic to be like that too. 5% of the time your spells just don't work - at all. I don't find it too harsh and IMO it's a sufficient drawback. In some cases such critical failure would make your allies say "your magic - or lack thereof - is killing us!"
 

Good thread.
Let me get all over-simplistic here:
When you attack with a weapon, no matter how epic you are or what sort of artifact-weapon you're using, there's always a 5% miss chance.

I'd like all magic to be like that too. 5% of the time your spells just don't work - at all. I don't find it too harsh and IMO it's a sufficient drawback. In some cases such critical failure would make your allies say "your magic - or lack thereof - is killing us!"

My thought was this sure you miss 5% but what does that really mean. Does it stop you from swinging your sword again later in another combat or even the next round do you have to rest a certain amount of hours to get to swing the sword again?

The answer is no you don't you may take some penalties if you don't rest but you don't lose the ability to swing your sword.

With spell casters most of them get a finite amount of spells and then you are done for the day. Let's not forget some spells require rolling to hit and if you miss bye bye spell. There are creatures who have spell resistance and if you don't get through that bye bye spell. Now you want to add another level of possibly failure. If you have to combat cast and you don't make it bye bye spell.

As a fighter if I swing my sword at you and you had a held action and you hit me I take damage but it does not effect my ability to swing my sword if I am still on my feet and not a 1HP if I am a spell caster and you do that I have to make a concentration attack adding in the damage to make the spell work if I fail well bye bye spell.
 

2.8E, more specifically Players Option: Spells and Magic, had a whole bunch of alternate spellcasting systems in it. Many of them had one form of cost/danger or another.
 

Well I use botch rules for magic. You have to roll to cast any magic. Rolling a 1 will cause it to backfire or just generally go bad for the caster. What actually happens depends on the spell type. At best they have to spend their next action trying to contain the misfire.

One idea I had was that different kinds of magic pull different kinds of magical energies from the area. Either it pulls random side effects into the area if it is of nonlocal energies (ie necromancy makes the area more cold and dismal) or it pulls the energy from the area (ie health type spells pull life from the plants and animals around you, crops wither, pets weaken, etc). Basically the energy has to come from somewhere.
 

I'd like all magic to be like that too. 5% of the time your spells just don't work - at all. I don't find it too harsh and IMO it's a sufficient drawback. In some cases such critical failure would make your allies say "your magic - or lack thereof - is killing us!"

Spells in D&D 3.x have similar limitations to weapons; if a spellcaster is trying to affect someone, it requires either a ranged touch or saving throw, and frequently spell penetration to boot.
 


[MENTION=9037]Elf Witch[/MENTION]

I see your point, but quite frankly I'd like to make spellcasting a bit more random and bit more... exciting. Right now if you're facing a standard orc grunt and you have that magic missile (with triple "warheards") prepared, there's not much excitement. With weapons you always have excitement due to the natural 1's.

But I don't want to derail from the original point!
So what I humble suggest in this:
Divine magic should be a bit more interactive, in both good and bad. All gods should test their followers. Right now deities are simple ASMs (automated spell machines) but if I had my way, all deities would have to test their clerics. Let's say one really inconvenient ZAP once a month... Seriously: Some guy starts as a 1st-level cleric of Pelor, stands in backline as a heal-bot for a while and later on retires pockets full of gold. No sweat!

Arcane magic should be a bit more like experimental science. It should be that only Boccob knows how magic missile works and no one else really can master it fully. What is arcane magic anyway? So in other words: I'd bring on some sort of wild magic to the game. Such as natural 1s and fumble-tables.
 

In Stormbringer, magic- which was all about summoning & binding of powerful extraplanars beings- had a chance of the caster failing to control what he summoned. Tough to do in D&D.

In HERO, among other things, you could have mages whose channeling of spell energy caused them damage or other ill effects on a failed skill check. That approach could work with the Spellcraft skill in D&D.

You could have PCs who fail Spellcraft checks accumulate points based on how badly they failed. As points accumulate, so do consequences. Minor ones could be drawn from the Wand of Wonder, the Geomancer Drift charts or some such. Major ones could mimic Aberration Feats.

If you go this route, there should also be some kind of way for casrpters to divest themselves of those points. IMHO, such a system should not apply to divine casters...unless and until they offend their gods, that is.
 

Maybe you should have a look to the Midnight rpg. In Midnight, Magic is extremely dangerous for the caster.

Casters don't use spell slots, but rather a spell point system. The main difference with other spell point systems is that the pool is very small, but you can spend more points than you have.

Each point you spend beyond your pool limit cause 1 point of constitution drain (the drain is restored after 8 hr of sleep).

So litteraly in Midnight, Magic can kill you !!
 

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