I doubt that is the issue; "spiritual" and "the spirit of" are completely different meanings anyway.Probably not, but I am skeptical that my deep spiritual ignorance of D&D can be so easily solved by your explanations.
Simply put, I was not inviting or asking for further discussion on the matter.I doubt that is the issue; "spiritual" and "the spirit of" are completely different meanings anyway.
Simple put, I see no need to put D&D in a box and say it is one thing and can only do X, Y, & Z. Who seem to feel differently. That is OK, there are millions of people playing the game with many, many different perspectives on what it is and how to play it. There is room for everyone IMO.
Just curiosity. Earthsea is one of my favorite worlds and story cycles, and I've always loved the idea of a campaign setting for it, but I don't plan on running games in Earthsea at this point. I'm mostly just interested in what an Earthsea-like magic system would look like.
hmmm I guess as long as you kept mostly away from Charm and mind affecting spells most True name magic would be you using parts of the world to affect other creatures. So most magic would be pretty similar just roleplayed differently. Truenames of living creatures or even dead ones is where it gets different. Even in D&D if you know the truename of a outerplanar you can summon it. Even if it's powerful enough to kill you, it's worried that you might spread it's name around and cause it untold grief. Perhaps if you used the idea that intelligent monsters, wizards, high level PC's have the same worry it would work. The high cleric may be able to kill the mage but where has he written that name down, what if he dies and some one more powerful gets it.While I love Earthsea and its magic, I don't think it's a good match with D&D 5e (which I also like, mind you.)
If I had to come up with a quick and dirty implementation, I'd simply say that
And that's it. Anything deeper than this, I'd go look for a different system more suited for Earthsea's world and magic.
- the true name of things and entities that don't have a stat block (a pebble, a single blade of grass, a cup, a cloud, etc) is "included" in knowing the (official D&D 5e) spells that affect them. If you mend a broken shelf with Mending, you used the true name of the shelf, and that's it
- not knowing the true name of statted things and entities but trying to affect them with spells works as per the official D&D rules
- knowing the true name of statted things gives you an advantage on any roll you're required to cast OR a disadvantage to their save, OR maximum damage / healing / duration rolls etc, noting that learning the true name of a statted thing is the equivalent of gaining and possessing a magic item.
or if you bring someone back from the dead, either something really bad could happen or someone else would have to die to maintain the balance. Reversing Death could do some bad things in EarthSea, including killing the caster.Yeah Im thinking that the interesting part of Earthsea’s magic came from le Guins prose rather than being inherent to the ‘magic system’. As represented by Sparrowhawk learning True Names was the challenge but once learned he gained access to the relevant ‘lore’ including its restrictions. The only major issue is that Earthsea magic has a cost which could be modelled as fatigue or major backlash (you get hunted by a evil shadow)
I wonder if then if the Sage Background with its Research feature is pretty much all thats really required. Just play it that the spellcaster needs to actively research to learn true names, then select story appropriate spells