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Old 06-20-2017, 01:44 AM   #1
Lameth
 
Join Date: Aug 2004
Default Magical paradox

In my urban secret magic game i am seeking an enhancement. I'm looking to know if anyone has any fallout for those that cast magic in front of non believers? As an example in the mage game they had paradox. In another game they had basically disbelief push back on spells to make them just not happen. There is always the logical fall out that can happen [exile, death, being worshiped] , but has anyone come up with a mystical limitation of casting magic in front of others that do not know it's real? Or is it not needed?
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Old 06-20-2017, 01:49 AM   #2
johndallman
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Join Date: Oct 2010
Location: Cambridge, UK
Default Re: Magical paradox

Thaumatology has a section on this, Errors and Side Effects, on p191-2.
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Old 06-21-2017, 10:37 AM   #3
Tinman
 
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Default Re: Magical paradox

Well, you could lower the "Malfuction" number.
Like in firearms for gurps, you could say in front of "mundanes" spells fail (or crit fail) on a 14+ (or whatever) instead of a 16.
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Old 06-21-2017, 12:37 PM   #4
JMason
 
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Default Re: Magical paradox

For a silly option, IOU had "Mundanes" that had the ability (unknowingly) to transform magical and non-humans into normal, mundane things when they were near.

I'm not sure if this ever got a 4th edition treatment or not.
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Old 06-21-2017, 02:41 PM   #5
Apollonian
 
Join Date: Aug 2004
Location: Shoreline, WA (north of Seattle)
Default Re: Magical paradox

You could increase the difficulty and/or the cost based on the presence of witnesses and the outlandishness of the effect desired. A fireball or a transformation on the pitcher's mound at Wrigley Field is a lot harder than a little subtle telekinesis or mind control in front of half a dozen distracted bystanders.
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