So I’m working on a custom move for a mage in a PbP I’m running. The player told me that if he casts too much magic, the spell starts to affect his thinking. For instance, too much Charm spell will make him more manipulative.
Right now, he has summoned the spirit of a High Mage from an ancient kingdom to learn how to control magic instead of being controlled, and I’m thinking of the move below. Thoughts or suggestions?
Magic from Within: When you fail to cast a spell (roll 6-) you can attempt to reach within your mind to save the spell, but doing so risks worse consequences. To do so, roll + WIS. On a 10+, the spell goes off as if you originally rolled a 7-9. On a 7-9, the spell goes off, but choose two from “cast a spell’s” 7-9 list. On a 6-, the spell controls your mind. The GM will tell you how.
I feel the 10+ result should be more harsh.
And the 7-9 is you cast, choose 1 from 7-9 AND spell controls your mind.
Seems quite mechanically complex. Does it also trigger a gm move? I’d personally go with the simpler option of using these gm moves:
“lose control”
“spell goes off with complications”
plus the usual options: the spell could still work perfectly but there’s a micro bear inside his britches for example.
A move based around recasting failed spells could be cool with unique results though!
What about something that goes with a choose X / choose Y kind of route?
On a 10+ choose 2. On a 7-9 choose 1.
– You retain control of your mind
– You remember the spell
– The spell works as intended