A
amerigoV
Guest
I prefer the Savage Worlds approach. Mostly spells are just minor variants of each other. Magic Missile, Melfs Acid Arrow, etc all pretty much do the same type of stuff, just varies in power by level. SW has a nice core of spells. The player and GM come up with Trappings to describe the spell's effect (with natural consequences). The Trappings, if specialized/narrow enough, makes the spell more powerful in certain situations (eg - Trappings that only impact undead should be very powerful vs. undead).
Example. Their Magic Missile type spell is Bolt. Here are some sample trappings I made up based on theme:
That is the simple MM type spell. One can have all sorts of fun with the various spell types (entangle, barrier, etc).
I doubt they would go this way. 3e introduced too much in the way of spell keywords - [Fire] for example - the whole system was balanced on it.
Example. Their Magic Missile type spell is Bolt. Here are some sample trappings I made up based on theme:
- Fire - an arrow of flame streaks to the target
- Force - the traditional MM
- Shadow - dark energy strikes the targets shadow
- Psionic - “I can kill you with a thought” – massive headache. On death, blood oozes out of eyes, ears, and nose.
- Necromancer - Screaming skulls smash into target
- Vermin - A swarm of insects appears (rises out of the ground) and rips into your exposed skin
That is the simple MM type spell. One can have all sorts of fun with the various spell types (entangle, barrier, etc).
I doubt they would go this way. 3e introduced too much in the way of spell keywords - [Fire] for example - the whole system was balanced on it.