steph Posted December 18, 2013 Report Share Posted December 18, 2013 Hey guys for your magic system what is the kind of side effects ( if any) do you use when spells is cast. Or when spells casters miss skills roll Steph Quote Link to comment Share on other sites More sharing options...
bluesguy Posted December 18, 2013 Report Share Posted December 18, 2013 My new system is going to be based on END lost. So if they miss their spell roll by 1 to 3 then 2x END; 4 to 5 then 3x END; 6 or worse 5x END. So blowing your roll really badly you will face a backlash and knock yourself out. And since all the spells in my campaign have the -1 per 10 active points and max characteristic & skill roll rules (2x cost after a while) failure is a possibility. Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted December 18, 2013 Report Share Posted December 18, 2013 I use a chart with some random effects including: Spell internalization: xd6k damage (active/2 points) Essence drain: xd6 drained from edurance reserve. Spell mis-fire: random target hit (likely friendly) Spell back-fire: spell effects caster (or in a self affecting spell, it affects opponent or random target) Quote Link to comment Share on other sites More sharing options...
bluesguy Posted December 19, 2013 Report Share Posted December 19, 2013 I use a chart with some random effects including: I love this idea! Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted December 21, 2013 Report Share Posted December 21, 2013 I created a magic system where the Side Effect was a penalty to caster's magic skill rolls (modeled with Change Environment). You could cast really powerful spells if you took your time, but powerful combat magic was tricky. Quote Link to comment Share on other sites More sharing options...
steph Posted December 21, 2013 Author Report Share Posted December 21, 2013 Indianajoe can you give me the mechanics please i am curious Quote Link to comment Share on other sites More sharing options...
IndianaJoe3 Posted December 21, 2013 Report Share Posted December 21, 2013 Ether Bolt: Blast 6d6 (30 Active Points); Requires A Roll (Skill roll; magic; -1/2), Side Effects, Side Effect occurs automatically whenever Power is used (Change Environment: -4 to caster's Magic Skill rolls for 1 Turn; -1/2), Cannot Use Targeting (-1/2), Gestures (-1/4), Incantations (-1/4) (10 Real Points, 3 END) Quote Link to comment Share on other sites More sharing options...
Lucius Posted December 22, 2013 Report Share Posted December 22, 2013 Azura, one of my player's characters, must inflict a small wound on herself (1d6 damage) with a raptor's claw to evoke her spirit-hawk (bought as Clairsentience linked to some other Powers.) Lucius Alexander Uses Incantation to evoke a palindromedary Quote Link to comment Share on other sites More sharing options...
Nadrakas Posted December 22, 2013 Report Share Posted December 22, 2013 How about each spell having their own individual Side Effect? I know that's a lot more work, but it would provide more personalization to each spell. ~ N Quote Link to comment Share on other sites More sharing options...
NuSoardGraphite Posted December 22, 2013 Report Share Posted December 22, 2013 How about each spell having their own individual Side Effect? I know that's a lot more work, but it would provide more personalization to each spell. ~ N I do that. I have a general chart that has some effects on it, but some of the spots on the chart have effects that can vary based on the individual spell itself. Quote Link to comment Share on other sites More sharing options...
Christopher Posted December 23, 2013 Report Share Posted December 23, 2013 Here is a Thread about a certain type of magic that "turns you evil": http://www.herogames.com/forums/index.php?/topic/87894-magic-makes-you-evil/ Quote Link to comment Share on other sites More sharing options...
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