Cobwebbed Dragon wrote:
For me, sorcery in DW is not the flash-bang artillery it is games like D&D and Warhammer, but should be more subtle and, more importantly, to keep it true to DW's roots in British folklore, come at a price.
The price in my game is Taint and a sorcerer's resistance to Taint is represented by their Magic Points. When their magic points run out, sorcerers can still cast spells, but each spell causes a number of points of Taint equal to its level. Indirect attack spells always cause Taint, which further discourages their use. And if your Taint score exceeds your Psychic Talent score, the Sorcerer starts to be corrupted (physically and mentally) by the blasphemous energies with which he played so irresponsibly...
The kinds of things that taint can cause are things like not being able to walk on hallowed ground, not being able to heal without magic, losing one's shadow, physical deformities, loss of attribute scores, minor physical mutations (tail, horns, scaly skin, change in eye colour/type, etc.) - and in the superstitious lands of Legend, the last thing a Sorcerer wants to do is stick out!
Yeah, those kind of effects are really great.
Do you have any method for reducing Taint?
Do you do apply these rules to Mystics and Elementalists?