Effects of Magical Appropriation
-
- Blood Debt. The earth/spirits develop a taste for the wizard’s blood and let him know it. In addition to the paranoia wizard must shed 1HP worth of his own blood anytime he wishes to memorize spells.
- Major Prohibition: Caster must abstain from something that will seriously affect her life and magical practice. Examples include: Never harming an animal, never putting out/starting a fire, never touching running water, never wearing or using metal. Failure to abide by this prohibition will result in the inability to cast the spell granted for undertaking the prohibition and any related spells from a similar magical portfolio (such as charms, candy magic, fire magic or divinations).
- Minor Prohibition: The spirits have placed a prohibition on the Wizard in exchange for power, though it’s not major. Examples include: Never using firearms, never touching a cat, only drinking alcoholic beverages (or abstaining from them). Failure to abide by this prohibition will result in the inability of the caster to ever again cast the spell learned in exchange for the prohibition (including variants of it or versions found in spell books/scrolls).
- Sense Distortion: Whispers in the Wizards mind just out of hearing, waking dreams, understanding the constant babbling of the clouds. The effect is distraction and difficulty hearing sounds. Wizard surprised on a 1-3, and gets -1 initiative if alone.
- Elemental Deformity: The Body of the wizard is warped by the power of the elements. Such changes are immediately obvious; the transformation into a being of living water is a possible example. The results may have serious effects on statistics and abilities, the details of which are within the GM’s discretion. In every case a serious weakness to the opposite elemental school of magic will occur.