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New Legend and Lore is up! Magic Systems as DM Modules
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<blockquote data-quote="Neonchameleon" data-source="post: 6026761" data-attributes="member: 87792"><p>The core problem is that D&D magic is almost effortless. If the sorceror is a wild talent, make him a wild talent. Make his magic wild - because as 3.5 stands, the sorceror has the most safe, sane, and controlled magic of any caster. Controlled and versatile magic should be the hallmarks of the wizard. (And I emphatically believe that the caps on spells known per level by a wizard were a good thing). If anything, of the primary casters, the wizard should have the <em>least</em> powerful spells - he can't simply open a channel to somewhere and let it all pour through. He needs to build his spells piece by piece.</p><p> </p><p>You can set the themes two ways. Either you can control how the sorceror casts his magic or you can control what he can cast.</p><p> </p><p>If the sorceror really is a wild caster I want him to either burn himself up, take backlash, have random effects, or the like. Random effects, hit point backlash, a chance for misfire. When a wild caster casts a spell you never know quite what is going to happen - and it's not going to be subtle but is going to be big.</p><p> </p><p>If the sorceror is a channeller (as the 4e sorceror is) then you make the spells reflect this (so a storm sorceror manipulates weather magic, an elementalist manipulates their element) and they channel that one thing. And channellers have big, powerful, but not that controlled effects. They are channelling the raw energy of (whatever) rather than carefully building it. And <em>everything</em> should be on the theme.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6026761, member: 87792"] The core problem is that D&D magic is almost effortless. If the sorceror is a wild talent, make him a wild talent. Make his magic wild - because as 3.5 stands, the sorceror has the most safe, sane, and controlled magic of any caster. Controlled and versatile magic should be the hallmarks of the wizard. (And I emphatically believe that the caps on spells known per level by a wizard were a good thing). If anything, of the primary casters, the wizard should have the [I]least[/I] powerful spells - he can't simply open a channel to somewhere and let it all pour through. He needs to build his spells piece by piece. You can set the themes two ways. Either you can control how the sorceror casts his magic or you can control what he can cast. If the sorceror really is a wild caster I want him to either burn himself up, take backlash, have random effects, or the like. Random effects, hit point backlash, a chance for misfire. When a wild caster casts a spell you never know quite what is going to happen - and it's not going to be subtle but is going to be big. If the sorceror is a channeller (as the 4e sorceror is) then you make the spells reflect this (so a storm sorceror manipulates weather magic, an elementalist manipulates their element) and they channel that one thing. And channellers have big, powerful, but not that controlled effects. They are channelling the raw energy of (whatever) rather than carefully building it. And [I]everything[/I] should be on the theme. [/QUOTE]
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