dm4hire
Explorer
So after reading over how Circle Magic works in the the FR book I am not impressed with it at all. In previous editions Circle spells created effects that were to be feared while providing protection for the wizards casting the spells. Circle spells now work as follows:
1. The power must be known by all involved which has not been a requirement before.
2. The casting time is one minute per caster involved.
3. Range increases by one per caster.
4. Area of effect increases by one per caster.
5. Damage increases by one die per caster.
6. Everyone uses up the spell.
They give the example of six casters War Spelling Fireball.
Casting time 6 minutes. Range 26 Area of effect 9 Damage 9d6+Primary Casters Int
Problems with this are as follows:
1. If you're in the middle of battle you don't have six minutes to cast a spell; okay, maybe once, but after that you won't.
2. Six wizards casting fireball in the middle of battle less than 200 feet from said battle. Everyone and their brother is now going after said group of wizards.
3. Everyone involved loses the spell. Granted NPCs tend to get recharge but the time it would take for all six to recharge could be several rounds if not minutes at which time said wizards are probably dead.
Overall it doesn't seem like a lot of thought went into duplicating the power of Circle Magic from previous editions. I think the damage and area effect is fine, but think the range needs fixed and the general use of everyone's powers. Also something not mentioned is the to hit; there is no bonus for multiple casters toward the to hit of the spell. War Spells should be deadly but reasonable versus PCs. How can we fix this effectively?
1. The power must be known by all involved which has not been a requirement before.
2. The casting time is one minute per caster involved.
3. Range increases by one per caster.
4. Area of effect increases by one per caster.
5. Damage increases by one die per caster.
6. Everyone uses up the spell.
They give the example of six casters War Spelling Fireball.
Casting time 6 minutes. Range 26 Area of effect 9 Damage 9d6+Primary Casters Int
Problems with this are as follows:
1. If you're in the middle of battle you don't have six minutes to cast a spell; okay, maybe once, but after that you won't.
2. Six wizards casting fireball in the middle of battle less than 200 feet from said battle. Everyone and their brother is now going after said group of wizards.
3. Everyone involved loses the spell. Granted NPCs tend to get recharge but the time it would take for all six to recharge could be several rounds if not minutes at which time said wizards are probably dead.
Overall it doesn't seem like a lot of thought went into duplicating the power of Circle Magic from previous editions. I think the damage and area effect is fine, but think the range needs fixed and the general use of everyone's powers. Also something not mentioned is the to hit; there is no bonus for multiple casters toward the to hit of the spell. War Spells should be deadly but reasonable versus PCs. How can we fix this effectively?