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Thread: Adding a cost/risk to magic
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2023-03-31, 12:56 AM (ISO 8601)
- Join Date
- Oct 2013
- Gender
Re: Adding a cost/risk to magic
Paladins in general would seem to be safest.
Presuming they prioritize Charisma, Divine Grace doubles their charisma bonus, plus proficiency.
That might be a point of pride for them from level 6 on.
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2023-03-31, 02:15 AM (ISO 8601)
- Join Date
- Nov 2011
- Location
- Waterdeep
- Gender
Re: Adding a cost/risk to magic
Yes their aura of protection also applies to death saves too, so it would apply to the ferality save too.
Edit: and on that note some other things that would apply:
Bless, lucky, flash of genius, bardic inspiration, diamond soul, favored of the gods, bend luck, dark ones own luck, protection of the talisman, portent, resistance (ive got a homebrew version actually worth using), ring/cloak of protection, luckstoneLast edited by Kane0; 2023-03-31 at 02:29 AM.
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2023-03-31, 02:18 AM (ISO 8601)
- Join Date
- Nov 2015
- Location
- Finland
- Gender
Re: Adding a cost/risk to magic
Please be mindful of what you say in public; some people have no source criticism filter.
My Homebrew:
Base Class: Warlord | Roguish Archetype: Inquisitor | Roguish Archetype: Thug | Primal Path: Rage Mage
Ongoing game & character:
Sajan Uttam, human Monk 6/Fist of Irori 3 (Legacy of Fire)
D&D/Pathfinder CV of sorts
3.0 since 2002
3.5 since 2003
4e since 2008
Pathfinder 1e since 2008
5e since 2014
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2023-03-31, 08:15 AM (ISO 8601)
- Join Date
- Jan 2023
Re: Adding a cost/risk to magic
This looks very good
I'd like to steal parts of this for my own setting, but very modified (homebrewing the homebrew)
I want my arcane magic to be risky, specifically "Dark Magics" like demonic magic or necromancy. These might give a character Corruption Points (ferality points lite)
I'd like to make this a great temptation to players, so perhaps have the corruption points a character has add to their spell power in some way, making them significantly more powerful, but at the risk of going too far and losing control of their character.
I'll definitely consider a lot of the discussion here. Thank you for all the insights
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2023-03-31, 08:19 AM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: Adding a cost/risk to magic
Jumping over a lot of the thread, but I'd be inclined to go as mechanically simple as possible for such a thing.
When you cast a spell you get Ferality/Corruption/Madness/Whatever points equal to the spell slot level, 0 for cantrips. Hit 100 points and you go insane or mutate into a monster, you lose points equal to half your level every day. Points can be transferred to a willing or incapacitated target at a rate of 1:3, each point the caster is reduced for applies 3 points to the target.
The only ways to maintain sanity are to periodically abstain from the use of eldritch powers or to offload the burden onto those weaker than yourself, or volunteers if you're lucky enough to have people willing to shoulder the arcane burden. Means spellcasters are discouraged from going whole hog every day, instead having rest days where they try to cast few if any spells to keep their points low, such as regular downtime between adventures.
It's also more dangerous the higher your level, as the points you can gain scale faster than the rate at which you can ethically dispense them, encouraging more powerful casters to bend or break previous moral limits in their pursuit of power. Want to throw all your spell slots around at level 5? You can do it for days with no problem. Do it at level 20? You'd better have someone to offload ferality onto or you're turning before day 2 is over as the greater energies you channel overwhelm and drown your sense of self.
NPCs can only sustain points equal to their hit dice before transforming. So offloading any energy into a commoner or basic goblin turns them into some sort of wretched humanoid, while a knight or similar can withstand more eldritch corruption before falling. The 'monsters' are not necessarily evil or irrational, but a less pleasant form of existence than they started as with a corresponding rise in cruelty and cowardice.
Half-casters and monks and the like gain and lose points at the same rate as full casters, which means they have to really go ham for an extended period to risk turning, to reflect their lesser magical power being less corrupting. Ferality gain rate for some magic adjacent non-caster classes would be low enough to not be worth tracking.Sanity is nice to visit, but I wouldn't want to live there.
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2023-03-31, 08:28 AM (ISO 8601)
- Join Date
- Jun 2015
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2023-03-31, 09:23 AM (ISO 8601)
- Join Date
- Feb 2017
Re: Adding a cost/risk to magic
Idea: what if you could cast the spell (or some spells, at least) as a group, and share the cost between all participants?
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2023-03-31, 04:41 PM (ISO 8601)
- Join Date
- Jul 2012
- Gender
Re: Adding a cost/risk to magic
In the context of the set up I proposed, many enemies would turn into monsters should they agree to that, which may or may not be worse than death. Of course someone like a bandit doesn't really have rights in a medieval legal system, so you can do whatever you want with them when you capture them alive, and my proposal does allow for forcing corruption into an unwilling but helpless victim.
Depending on what counts as a monster for the purposes of corruption, as in what is already corrupt and cannot be used to offload corruption, it might be the case that very few regular enemies are even valid targets.Sanity is nice to visit, but I wouldn't want to live there.