Shadowlord said:
-> A good discussion is always two-sided, otherwise you have an empty praise that could only interest obsessed geeks. I said my opinion which was asked for by the original post.
Spread between the spellcasting classes, that list doesn't go very far, and more importantly, has a flavour reminiscent of generic gruel. Don't believe me? Try selecting spells for a sorceror without hamstringing yourself, and I expect you'll find yourself falling into the same patterns.MoF ? You need 225 new spells on top of the 500+ in the PHB ??
Adding spells has nothing to do with "turning magic into scientific little rules" any more than is already the case with existing spells. Others might argue that limiting magic to the same tired old spells destroys the "magic" of magic, ever considered that? I think this book plugs a bleeding hole in the PHB - namely, that it gives the players and DM exotic and flavourful spells to stuff ancient tomes with or have their characters cast, and refreshes the game with new names and suggested personalities that were rather cool the first time around with AD&D's Circle of Eight spells (Drawmij, Mordenkainen etc.).You must have forgotten that turning magic into scientific little rules destroys all "magic" that magic is supposed to be!
Adding spells has nothing to do with "turning magic into scientific little rules" any more than is already the case with existing spells. Others might argue that limiting magic to the same tired old spells destroys the "magic" of magic, ever considered that?
Shadowlord said:To answer how I use it: I have Magic of Faerun and the only parts really useful to me were the first chapters on the creation of magic and the magical sites. THIS stuff gives me ideas
If the 500+ spells in the PHB (which is much more than many other RPG corebooks) aren't enough for you, there's either something wrong with your gaming needs (no disrespect) or with the game system.
I get the feeling that because your original argument got dismantled, you've moved on to a new one - that D&D itself is found wanting. Go play some other game then, but in the context of 3E D&D's requirements, I think that Magic of Faerun serves nicely, and I've argued as to why.Ever thought D&D might be limited & outdated? Maybe D&D has too many basic classes that don't make much sense anymore but take up precious space.
Ever looked into other RPG corebooks? Many come in only 1 single big book, and they combine all the info you need: spells, GM section, monsters and campaign so you can put more time in playing and more fun in inventing than feeling the urge to buy a predone work! These aren't bad RPGs, in fact they are superior as roleplaying games than D&D.
Heck, why not make up your own game from scratch? Why bother using someone else's rules? Making 250 spells takes up a lot of time - time I'd rather spend on other parts of the game. Again, it looks like your random attempt at flailing at Forgotten Realms supplements has moved on to a bigger arena (D&D's magic system isn't simple and flexible enough for you) because you were defeated on the original turf of what FR supplements do for D&D. Whatever.Ever thought of making up your own spells without worrying maniacally of the "holy balance" instead of buying a spell tome that does the job for you? These "other" RPGs often present a simple yet flexible rules set.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.