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<blockquote data-quote="Fanaelialae" data-source="post: 5744237" data-attributes="member: 53980"><p>I like the idea upthread that spells can leave an "arcane footprint", although my preference would be for it to be less scientific. In other words, arcane magic (particularly high level magic) causes unpredictable things to happen. Casting ice storm doesn't necessarily make another part of the world warmer; it might cause any kind of unusual weather or even cause two-headed calves to be born in the area where the spell was used. That sort of thing would be more setting flavor than anything else though. Canny players might be able to locate an isolated wizard's tower via stories of strange occurrences in the area.</p><p></p><p></p><p>Casters could exceed their allotment of spells, but only at a price.</p><p></p><p></p><p>On a concentration fumble, or when exceeding normal spell slots, an arcane caster accrues Wyrd. The way I see it, it would be a table of 101 results. Every 25 points would be a separate tier. 1-25 would be annoyances, more story than mechanical. Things like the caster's shadow disappearing, or milk curdling in his presence. 26-50 would be minor mechanical effects, such as suffering a small amount of damage on a failed concentration check (feedback), or suffering pain when touching cold iron. 51-75 would be significant effects, such as paranoia/megalomania or a significant vulnerability to fire. 76-100 would be very serious effects, such as risking demonic possession, or every spell having a chance of having the reverse of it's intended effect. At 101+, the arcane energies in the become uncontainable, and he goes off like the retributive strike from a Staff of Power (Staff of the Magi?). If he survives, his Wyrd resets to 0.</p><p></p><p>Spells would increase Wyrd by a random amount based on their level. Level 1 spells might be 1d4, while level 9 spells might be 4d6. Each day the caster spends without using arcane magic could reduce his Wyrd by a small amount, like 1d4. Perhaps arcane casters also know a purification ritual that allows them to shed Wyrd more quickly than that, when need be.</p><p></p><p>It's the idea that overusing Arcane magic is dangerous, and that wizards tend to be a little weird.</p><p></p><p></p><p>Divine/Primal classes (as well as Warlocks) would have their own version called Obligation. Obligation would accrue at a fixed rate (perhaps 2 per spell level) on a fumble, <em>provided the spell was <strong>not</strong> cast in direct service of their Patron's ideals</em>. Using spell slots you don't have always accrues Obligation. Using divine magic in violation of your Patron's ideals accrues much Obligation.</p><p></p><p>Obligation would have different tiers as well, but each tier would have a fixed penalty (rather than a range of various effects). At 101+, you lose your spellcasting abilities until your services reduce your Obligation below 101.</p><p></p><p>Obligation only goes away by performing services for your Patron.</p><p></p><p>It's the idea that your Deity/Patron entrusts you with a portion of his power for a reason, and expects you to serve his ideals with that power. If you use it otherwise, you owe him a service.</p><p></p><p>Warlocks are a special case- they're arcane casters who use the obligation system. Their Patron shields them from the chaotic effects of Arcane magic, but expects the warlock to honor their pact in return.</p><p></p><p></p><p>Just my thoughts on how a system like this could function.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 5744237, member: 53980"] I like the idea upthread that spells can leave an "arcane footprint", although my preference would be for it to be less scientific. In other words, arcane magic (particularly high level magic) causes unpredictable things to happen. Casting ice storm doesn't necessarily make another part of the world warmer; it might cause any kind of unusual weather or even cause two-headed calves to be born in the area where the spell was used. That sort of thing would be more setting flavor than anything else though. Canny players might be able to locate an isolated wizard's tower via stories of strange occurrences in the area. Casters could exceed their allotment of spells, but only at a price. On a concentration fumble, or when exceeding normal spell slots, an arcane caster accrues Wyrd. The way I see it, it would be a table of 101 results. Every 25 points would be a separate tier. 1-25 would be annoyances, more story than mechanical. Things like the caster's shadow disappearing, or milk curdling in his presence. 26-50 would be minor mechanical effects, such as suffering a small amount of damage on a failed concentration check (feedback), or suffering pain when touching cold iron. 51-75 would be significant effects, such as paranoia/megalomania or a significant vulnerability to fire. 76-100 would be very serious effects, such as risking demonic possession, or every spell having a chance of having the reverse of it's intended effect. At 101+, the arcane energies in the become uncontainable, and he goes off like the retributive strike from a Staff of Power (Staff of the Magi?). If he survives, his Wyrd resets to 0. Spells would increase Wyrd by a random amount based on their level. Level 1 spells might be 1d4, while level 9 spells might be 4d6. Each day the caster spends without using arcane magic could reduce his Wyrd by a small amount, like 1d4. Perhaps arcane casters also know a purification ritual that allows them to shed Wyrd more quickly than that, when need be. It's the idea that overusing Arcane magic is dangerous, and that wizards tend to be a little weird. Divine/Primal classes (as well as Warlocks) would have their own version called Obligation. Obligation would accrue at a fixed rate (perhaps 2 per spell level) on a fumble, [i]provided the spell was [b]not[/b] cast in direct service of their Patron's ideals[/i]. Using spell slots you don't have always accrues Obligation. Using divine magic in violation of your Patron's ideals accrues much Obligation. Obligation would have different tiers as well, but each tier would have a fixed penalty (rather than a range of various effects). At 101+, you lose your spellcasting abilities until your services reduce your Obligation below 101. Obligation only goes away by performing services for your Patron. It's the idea that your Deity/Patron entrusts you with a portion of his power for a reason, and expects you to serve his ideals with that power. If you use it otherwise, you owe him a service. Warlocks are a special case- they're arcane casters who use the obligation system. Their Patron shields them from the chaotic effects of Arcane magic, but expects the warlock to honor their pact in return. Just my thoughts on how a system like this could function. [/QUOTE]
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