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<blockquote data-quote="Celebrim" data-source="post: 7268805" data-attributes="member: 4937"><p>Granted, most CoC spells seem to have one or more of the following problems and are such not practical:</p><p></p><p>1) Cost too much SAN</p><p>2) Cost POW</p><p>3) Require SAN destroying and unsavory practices like human sacrifice</p><p>4) Don't do anything useful compared to the costs</p><p>5) Aren't likely to work</p><p></p><p>But I'd long noted that there were a few exceptions, and the more that gets published and the more that I look, the more potential I see in a PC sorcerer that is picky about the magic they use. Consider the following spells:</p><p></p><p>Augur</p><p>Bless Blade</p><p>Bind Enemy</p><p>Breath of the Kappa</p><p>Brew Love Filter</p><p>Brew Paut</p><p>Brew Space Mead</p><p>Cast Circle</p><p>Circle of Warding</p><p>Chant of Thoth</p><p>Cloud Memory</p><p>Charm Animal*</p><p>Command Animal*</p><p>Cure Blindness*</p><p>Detect Enchantment*</p><p>Dominate</p><p>Evil Eye</p><p>Heal*</p><p>Healing*</p><p>Seek the Lost</p><p>Summon/Bind Byakhee</p><p>Summon Nightgaunt</p><p>Voice of Ra</p><p>Voice Thoughts</p><p>Warding</p><p>Wrack</p><p></p><p>Now granted, the Sorcerer would have to be picky about casting most of those and shouldn't cast them too often. Some of them could be consider emergency use only in the event its the only way the save the world, and I suppose that's OK as a plot device. But the ones marked with '*' cost no sanity points and basically can be used at will, and some of the rest are cheap enough that they could be reasonably used a time or two an adventure with hopes that the success they bring would payoff in reduced problems (and thus reduced SAN loss) in the long run. 'Evil Eye' and 'Bind Enemy' are particularly nasty attack spells considering the low costs, and the healing spells let you play a D&D style cleric. The only real limiting factor I can see is you generally have to read face melting sanity destroying mythos tomes just to get spells.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 7268805, member: 4937"] Granted, most CoC spells seem to have one or more of the following problems and are such not practical: 1) Cost too much SAN 2) Cost POW 3) Require SAN destroying and unsavory practices like human sacrifice 4) Don't do anything useful compared to the costs 5) Aren't likely to work But I'd long noted that there were a few exceptions, and the more that gets published and the more that I look, the more potential I see in a PC sorcerer that is picky about the magic they use. Consider the following spells: Augur Bless Blade Bind Enemy Breath of the Kappa Brew Love Filter Brew Paut Brew Space Mead Cast Circle Circle of Warding Chant of Thoth Cloud Memory Charm Animal* Command Animal* Cure Blindness* Detect Enchantment* Dominate Evil Eye Heal* Healing* Seek the Lost Summon/Bind Byakhee Summon Nightgaunt Voice of Ra Voice Thoughts Warding Wrack Now granted, the Sorcerer would have to be picky about casting most of those and shouldn't cast them too often. Some of them could be consider emergency use only in the event its the only way the save the world, and I suppose that's OK as a plot device. But the ones marked with '*' cost no sanity points and basically can be used at will, and some of the rest are cheap enough that they could be reasonably used a time or two an adventure with hopes that the success they bring would payoff in reduced problems (and thus reduced SAN loss) in the long run. 'Evil Eye' and 'Bind Enemy' are particularly nasty attack spells considering the low costs, and the healing spells let you play a D&D style cleric. The only real limiting factor I can see is you generally have to read face melting sanity destroying mythos tomes just to get spells. [/QUOTE]
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