Powerful Summons can Backfire!
All spells are flagged according to a type. Ritual spells are broken down into those which summons commanders to the caster, those that summon troops to the caster, both, those that send attacks to far away provinces, those that do damage, those that protect, etc. etc.
Higher level Summon Troops and higher level Summon Commanders have a chance of backfiring. This chance of backfiring should be dependent on the level of the spell, the caster level, and luck: a level 1 summons will have a 0% chance of failure, +1% chance per level of misfortune -1% chance plus level of luck, -2% chance per path level above the required number. A level 2 summons may have a 2% chance, a lvl 3 summons a 3%, a level 4 a 5% chance, a level 5 a 7% chance, a lvl 6 a 9%, a lvl 7 a 12% chance, a lvl 8 a 15% chance, and a level 9 a 20% chance of backfiring. (Or something like that.)
"Backfiring" means that the summons will by no means be under the control of the casting mage. If backfired, there is a 50% chance that the mage simply loses his/her gems and nothing happens, and a 50% chance that the summons will run rampant in the laboratory -- treat as an attack on that province.
This could also be implemented for rituals which summon attackers on distant provinces, like Ghost Riders.
Some risk for high-gain spells (sort of like the way that Void Summoning is handled, or Manifestation, etc.).
This will then not "nerf" high level summons, but make things a bit more... interesting.
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