“ Believable magic, like ordinary physicis, operates according to some invariable laws that always result in some kind of cost or 'bounce back'. The grater the magic, the more it should cost the character physically, emotionally, and spiritually.”
“ The PCs find a strange helmet, when donned it will take control of that PC and speak and act trough him/her. It explains that it is benevolent and needs their help in a quest and that it will stop possessing the PC when the task is done. Great if a player is gone for a number of sessions.”
“ Magic should have side effects, both expected and unexpected - fortuitous and deplorable. Expected side effects add anticipation, while unexpected ones increase the drama of the scene. The result can be comedic or dire, it dpends on which circumstances work best for your game.”