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    Magic Drawbacks

    Emilia Crohil
    Emilia Crohil

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    First Skill: Force Magic
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    Magic Drawbacks Empty Magic Drawbacks

    Post by Emilia Crohil Mon 20 Jul - 15:04

    Hello everyone. I just had a random idea for something like this. Basically what magic drawbacks would be would be the opposite of abilities. It wouldn't really fall under weaknesses, since it would be an actual thing the magic is doing. You could have as many drawbacks as you wanted. Perhaps you could even have something where for every two or three drawbacks you have, you can gain one extra ability. These drawbacks would have to actually effect the character in some way. Let's have an example with my alternate character: Almyra. One drawback of her magic could be that its entropic nature causes any weak weapons, items, or armor to disintegrate in her hands. This would mean she can't use any weak weapons, items, or armor. This drawback could go even further to apply to food or medicine.

    Another example could be an undead/necromancer-y type have healing magic harm him. An ally trying to heal one of his wounds would instead exacerbate it.

    My main inspiration was for these comes from the system for traits and drawbacks in Pathfinder. I figured it might be an interesting mechanic to introduce.


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    Character| Magic| Bank| Theme
    Magic Drawbacks FJRTsUq
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    Kirahunter
    Kirahunter

    The Phoenix


    The Phoenix

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    Magic Drawbacks Empty Re: Magic Drawbacks

    Post by Kirahunter Mon 20 Jul - 15:07

    It could be but what separates weaknesses from drawbacks?


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    Emilia Crohil
    Emilia Crohil

    Quality Badge Level 1- Player 
    Lineage : Caine's Descent
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    Posts : 390
    Guild : Garou Knights
    Cosmic Coins : 0
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    Age : 34
    Mentor : Jackson Crohil
    Experience : 5512.5

    Character Sheet
    First Skill: Force Magic
    Second Skill:
    Third Skill:

    Magic Drawbacks Empty Re: Magic Drawbacks

    Post by Emilia Crohil Mon 20 Jul - 15:13

    Weaknesses are generally just the shortcomings of magic that people will put in, whether they be common mistakes when using them or range limitations, but don't have any actual effects on the person. Like one weakness in your magic "You will have the shortest life of any immortal ever, of all time: With great regeneration comes great recklessness. The Phoenix Fire's healing isn't infinite and a common downfall of it's users is forgetting that fact."

    That's a valid weakness, but it wouldn't be an actual drawback. A drawback would be something that would actually be a physical problem for the person. Like they being unable to healed, even by ally's healing spells. A lightning mage acting as a lightning rod and being struck by lightning frequently (and having it damage him). It would be something similar to drawbacks in Pathfinder, or, in a more extreme example, Oracle curses.


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    Magic Drawbacks FJRTsUq
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    Cirven
    Cirven

    Devil's Advocate


    Devil's Advocate

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    Magic Drawbacks Empty Re: Magic Drawbacks

    Post by Cirven Mon 20 Jul - 16:48

    So these sound like weaknesses that directly affect abilities. Doesn't sound too bad seeing as abilities should have some sort of negative to them. Like in my magic my abilities have weaknesses worded into them.


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    Magic Drawbacks LxcTBIi
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    Knight of Zero
    Knight of Zero

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    Magic Drawbacks Empty Re: Magic Drawbacks

    Post by Knight of Zero Tue 21 Jul - 18:21

    Makes sense to me, weakness's seemed to me at first to be what your suggesting, but weakness can be cheesed through slightly with some when comes to combat. Having drawbacks would make it easier to rp with and not seems like every magic is invincible.


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