grendelkin
Mongoose
I'm new to Legend and am looking to get back into gaming after a 10 year hiatus. So far I really like what I see from this system . . . it seems to fix nearly everything I had come to despise about D and D. Anyway, I'm resurrecting and rethinking and retooling my old campaign world to fit Legend and have some thoughts about how I want to handle magic. I'm looking to create a gritty setting where magic is relatively rare but powerful and is integral to the story, a world where
Also, I'm curious about game balance, particularly among the different types of magic. At present, I'm planning on Taint's affecting common magic and sorcery but not divine magic, since the divine caster is channeling a god's power, not wielding his own. (Presumably, the typical god doesn't have to worry about spell failure . . . though I like the possibility of having a few Tainted Gods requiring blood sacrifices from their followers to maintain their power.) But if I apply this house rule to common magic and sorcery, would divine magic likewise need limiting for setting and game balance?
Any likes or dislikes? Clarifications needed? Suggested modifications?
So here's the house rule that I'm toying with to accomplish these ends. I don't really want to limit the power of magic so much as I want to add some risk and flavor and potential cultural baggage in a way that fits the history and cosmology of my setting. In a nutshell, a fumble in a spellcasting attempt puts the caster at risk for a spiritual illness (I'm more-or-less treating this as a disease per game rules):magic was once commonplace and powerful but has been forever touched by the "Taint." In most cultures magic is now a dangerous and reviled and often illegal art, and much past lore has been lost and is better left forgotten. There are those, of course, for whom the lure of power is irresistible regardless of the consequences, and there are also those who believe that magic can and must be mastered to combat the very darkness that would overwhelm it.
So I'm wondering what Legend veterans think. Would this house rule add the right amount of flavor to the setting and to playing a spell caster, or would it make magic use too risky to be a viable PC option?Dark Plague
When a character fumbles while casting a spell, a brief tear in the fabric of magic is created, exposing the caster to the corrupting horrors of the Void. The more powerful the magic attempted, the more severe the threat that this Taint poses to the caster. Failure to resist this mental and spiritual assault can results in Dark Plague, a spiritual illness of fever, nightmare, and madness that can have permanent effects.
Trigger:
Spell failure--fumble
Onset time:
Immediate
Potency:
10 + 5 per Magic Point involved in the casting attempt.
Resistance:
Opposed skill roll, Taint Potency vs character’s Persistence. The initial roll is made in the Combat Round following spell failure, and the character is considered debilitated (as per fatigue rules) while trying to resist. Failure on this persistence roll means the caster is overwhelmed and will suffer from the conditions below.
Daily Conditions:
Fever, muscled ache, shivering, nightmare, and paranoia. The character continues to be debilitated (as per fatigue rules) and has all skills halved until the Taint is finally resisted.
Duration:
Indefinite, until the character makes a successful persistence roll.
Recovery Attempts:
Characters suffering from Dark Plague make a daily roll to resist the Taint (requiring opposed roll of Taint Potency vs persistence as before). Success means the character pushes back the Taint, recovers his or her full faculties, and stops suffering from the symptoms. Failure, on the other hand, means the debilitating symptoms continue.
Permanent Effects:
While any character who experiences a struggle with the Taint is unlikely to ever forget the experience and recover fully in a psychological sense, a character who succumbs to Dark Plague runs the risk of suffering more severe permanent effects.
First, if a character fails an opposed check by two levels of success (Persistence fumble vs. Potency success or Persistence failure vs Potency critical success), he or she permanently loses the ability to generate his or her own Magic Points. Magic simply no longer works for the character as before. However, the character can gain Magic Points through blood sacrifice as per the Blood Magic sourcebook.
Moreover, if a character fails an opposed check by three levels of success (Persistence fumble vs Potency critical success), he or she permanently succumbs to Taint. The debilitating symptoms of Dark Plague cease (the character is no longer struggling against the Taint), and pure darkness, depravity, and evil takes over the character’s soul.
Also, I'm curious about game balance, particularly among the different types of magic. At present, I'm planning on Taint's affecting common magic and sorcery but not divine magic, since the divine caster is channeling a god's power, not wielding his own. (Presumably, the typical god doesn't have to worry about spell failure . . . though I like the possibility of having a few Tainted Gods requiring blood sacrifices from their followers to maintain their power.) But if I apply this house rule to common magic and sorcery, would divine magic likewise need limiting for setting and game balance?
Any likes or dislikes? Clarifications needed? Suggested modifications?