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Making Magic Dark?

 
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PencilBoy99
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Joined: 16 Mar 2008
Posts: 295

PostPosted: Wed Oct 22, 2014 6:27 pm    Post subject: Making Magic Dark? Reply with quote

What setting rules (or house rule) would you suggest for making magic dark but still usable? e.g., on a failure, the caster gains a 'mark' (no shadow, charisma -2 for a day, etc.).

I'm sure someone has already thought of this in a Setting or in one of the Companions and I just don't remember it.

Thanks!
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The One
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Joined: 14 May 2003
Posts: 1318

PostPosted: Wed Oct 22, 2014 7:53 pm    Post subject: Reply with quote

Grab a copy of Deadlands, strip back your base PP to 5 and offer up the option to every caster to use "Deal with the Devil" mechanics. Whilst it makes the caster a little more powerful, the risks are higher in the long run.

Gives you a caster who can power a small number of spells, but generally has to risk his neck to cast regularly

If you want to offer the UltraEvil option, also use the rules from the Horror Compendium on sacrifice, so if you don't want to risk your neck, you can always offer up someone elses Arrow
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SavageGamerGirl
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Joined: 24 Oct 2010
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PostPosted: Wed Oct 22, 2014 8:24 pm    Post subject: Reply with quote

The Horror Companion has a Corruption mechanic, IIRC, if that's what you're looking for.
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UmbraLux
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Joined: 31 Jan 2008
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PostPosted: Wed Oct 22, 2014 9:55 pm    Post subject: Re: Making Magic Dark? Reply with quote

PencilBoy99 wrote:
What setting rules (or house rule) would you suggest for making magic dark but still usable? e.g., on a failure, the caster gains a 'mark' (no shadow, charisma -2 for a day, etc.).

I'm sure someone has already thought of this in a Setting or in one of the Companions and I just don't remember it.

Thanks!
Do you want it purely personal? I prefer to make them voluntary which means they need to be somewhat tempting. Here are a couple ideas along those lines:
- Luck Magic: Gain a +2 to your arcane roll (and damage if applicable) now for granting the GM a -1 to apply to a future roll (of yours).
- Demonic Magic: Gain a +2 now and a -1 (cumulative) to social interaction until dawn on the subsequent day. At -2 animals and children won't stay near you and at -4 townspeople start lynch mobs.
- Vitality Magic: Gain a +4 now and reduce Vigor or Spirit (whichever fits the AB) by a die type until after resting for a full night's sleep.
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Sadric
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Joined: 10 Jul 2003
Posts: 1145

PostPosted: Thu Oct 23, 2014 2:09 am    Post subject: Re: Making Magic Dark? Reply with quote

UmbraLux wrote:

Do you want it purely personal? I prefer to make them voluntary which means they need to be somewhat tempting. Here are a couple ideas along those lines:
- Luck Magic: Gain a +2 to your arcane roll (and damage if applicable) now for granting the GM a -1 to apply to a future roll (of yours).
- Demonic Magic: Gain a +2 now and a -1 (cumulative) to social interaction until dawn on the subsequent day. At -2 animals and children won't stay near you and at -4 townspeople start lynch mobs.
- Vitality Magic: Gain a +4 now and reduce Vigor or Spirit (whichever fits the AB) by a die type until after resting for a full night's sleep.


Nice idea's.
With the Horror Companions and the sacrifices this could be usefull.
Change the spell Failure table to darker events like demonic possesion, long lingering effects and such things.
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PencilBoy99
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Joined: 16 Mar 2008
Posts: 295

PostPosted: Thu Oct 23, 2014 8:07 am    Post subject: Reply with quote

I wish there was a like button. Thanks!
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ogbendog
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Joined: 29 Jul 2004
Posts: 2419

PostPosted: Thu Oct 23, 2014 11:25 am    Post subject: Reply with quote

There was a book I read similar to that. You'd cast a spell and have to decide a cost; a headache later that evening, a stiff leg, etc. Some people transferred the cost to others.
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chugosh
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Joined: 08 Mar 2008
Posts: 867
Location: Kelso, Washington, USA

PostPosted: Thu Oct 23, 2014 3:31 pm    Post subject: Reply with quote

I'm enjoying all of the above possibilities.
You could also have any spellcasting be like a beacon for anything nasty in the area: demons, spirits, ghosts, or zombies, you know? Maybe they are just little imps, who start following the mage around until they are either many enough to attack or they get up the gumption to ask for a favor or they will attack. The favor should then be distinctly disturbing and unpleasant and definitely sinful. Alternately it could be woodland spirits looking to inhabit a new tract of forest- for which a housing development has to be burned out.

I think I will like the horror companion better than I know. It moves ever higher on my wishlist.
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