ForceUser
Explorer
It just comes down to the way you want to present magic in your world. There's nothing wrong with having magic be a science with predictable causes and effects, and there's nothing wrong with it being something vast, unquantifiable and user-defined. I prefer the latter approach because my players and I all enjoy describing unique spell effects to make our characters more fun for us---when my group's cleric casts healing word, an arc of red lightning leaps from him to the person being healed, who feels an electric shock as wounds are zapped away. It's cool, it's visual, and it fits the portfolio of a cleric of a storm god. The fact that it looks nothing like the placid waves of watery magic that emanate from the shaman's companion when he channels a heal through it makes no difference mechanically. It's just for effect. Anyone can figure out that both are healing spells, and meanwhile the players of those two characters can feel like their PCs are distinct.Why? When something works exactly the same, why should they look completely different? I can understand the reasoning that divine magic would look different depending on the deity. But why should arcane magic not be "cut and dry"?
Why do you insist that there are dozens of completely different spells out there which yet do exactly the same thing? That doesn't add any "coolness" but is imo just lame. Instead call magic missile a magic missile and let everyone see that it is a magic missile which every respectable wizard can cast instead of saying its a "weird glowing stuff. By the way it works exactly as a magic missile, no difference at all".
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