Confessor, I think I am addicted to Goodness


Homebrew and House Rules


I posted on a thread a while back that if you want allignment spells to affect the character in a "real" and realistic way, using an addiction model might be a better way to handle it.

Basic mechanic.

When you cast an out-of-allignment aligned spell you must make a saving throw or open yourself to the pleasurable feelings that allignment engenders.
---) For Nuetral to Alligned: +1 morale bonus for 1 minute per spell level
---) For Opposed Allignments: +2 morale bonus for 1 minute per spell level

Casting an Alligned spell of a different allignment ends the morale bonus and does not provide any new morale bonus.

Acting out of allignment for the spell's allignment (GM only call, Don't Argue) ends the morale bonus, and causes a morale penalty for 5 minutes per spell level. (Penalty equals the bonus it replaces)

No penalties if the morale bonus just times out.

Doing acts wholly in accordance to the spell's allignment can extend the morale bonus (again GM only call, Don't Argue, let's call this GMOC)

Chronic Addiction Affects. (Not sure about liking this)

If the character chooses not to resist or rolls a 1 on their save vs the effect of casting, ( 3 times ?) they gain a permanent morale penalty.
---) This can be countered for a time by performing a spell allignment appropriate act (GMOC)
---) Casting a matching Alligned spell counters the penalty AND provides the morale bonus.

Casting the spell has no effect on allignment, the acts the character does to maintain the bonuses or mitigate the penalties should.

All I've got.

EDIT: I should think a Heal, or Greater Restoration would end the addiction effects, but any action caused allignment shift would remain.


Alignment Stats (instead of alignments)

Give the players a Good-Evil and Lawful-Chaotic stat (ranges from +30 to -30). Have good be positive and evil be negative. Have lawful as positive and chaotic as negative (or vice versa). Neutral would be 0 naturally.

Have the player set their alignment at level 1 to be anywhere from +15 to -15 in both stats.

Adjust those stats:

+1 (or -1) per spell level for casting an aligned spell in times of stress
+X (or -X) per action (GM call)
etc.

Determine values where a person is treated as one of the alignments.

Example:
+20 on the Good/Evil scale deems the character "Good"
-20 on the Good/Evil scale deems the character "Evil"

Then fashion a table that goes with the alignments based on your addiction parameters to help players stay addicted.

Example:
+1 to will saves if you are "Good"
+1 to fort saves if you are "Evil"
+1 to hit or spell DCs if you are "Lawful"
+1 to damage or caster level if you are "Chaotic"
--> Bonuses are doubled for being Max on the scale.
--> Neutral protects you from anti-alignment effects

Atonement sets you back to +15 or -15 on both scales from the more extreme ranges (> +15 sets to +15, or < -15 sets back to -15).


Rory,

Better detailed mechanics than I came up with.

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