How Defined is Your Magic?

Of course.

Energy Blast xd6: (x * 5) points.
Area of Effect (radius): +1 Advantage.
Explosion: +1/2 Advantage.
Defining your own special effects? Priceless.

;)
 

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Tequila Sunrise said:
I am curious as to why you two feel this way. Is it because you think of officially printed spells as the most common spells in the campaign world or because they are 'primordial' spells that are therefore uniquely able to be researched and learned naturally as part of level-up or because of some other reason?

I see the spells in the PHB to be the most common of the spells that are wide and far known. Published spells from other sources (let's say only WotC and Paizo) are spells that are rarer and known by fewer mages, possbily none. They could be learned from other mages if those mages were tracked down and the spells traded for. Typically, I see spells as the currency between mages more than money. Trade one spell for another so they are closely guarded and mages are careful not to let their spells become too widely known or they become devalued. Simple stuff like energy changes would be pretty simple to learn and could probably be found by asking around and paying. More exotic spells may cost more or involve much role-playing to earn. Othere exist merely as examples of what player can make should they decide to make their own spells. Even sorcerers must learn their spells from others who will guard their most prized spells closely (or give them to their most prized students).

Similarly, divine spells are prayers that the player learns. To learn an obscure divine spell, they may have to seek out a tomb with the spell in it, be granted it for service to the church, or given it through a dream sent by their god.
 

There are many ancient secrets of magic. It is a very potent force. Almost anything under the sun is possible -- with enough research. Frostball vs. fireball wouldn't require much research.
 

I love custom spells. Whenever I run a game, almost every wizard NPC will have one or two of their own invention, and possibly one or two passed down to them by a mentor. And I try to avoid straight "like spell X, except I changed the energy type" deals: those are boring. The more unique flavor the better. I want an arcanist to be identifiable by his arsenal -- even better when you can look at the spells a mage uses in a fight and make a good guess as to his teacher and peers.
 

Tequila Sunrise said:
In your opinion, can a wizard successfully research a 'Coldball' spell instead of fireball? How about a wizard that simply wants to take coldball as a level-up spell?
Absolutely no problem on either. In fact I encourage that sort of thing, particularly with wizards (spell research is What They Do) and sorcerers (if it's to the purpose of Being Thematic with their spells known).
How about 'sonicball'?
I'd either point them to Shatterfloor (3rd lvl sor/wiz, d4s instead of d6s, creates difficult terrain), suggest it as a 4th lvl spell, or otherwise adjust the particulars of the spell to bring it more in-line. Sonic damage is kinda wicked stuff.
How about a cure spell at +2 spell level?
Ah, the old arcane/divine divide issue. Personally, I've got no real problem with stepping all over that particular line. Wizard wants to cast Cure Light Wounds as a 3rd level spell? Go -right- ahead.
How about a spell that has no baseline within core/noncore official spell lists?
Then we sit down and confab about how to work it out. Things like spell research are good because they help tie the player to the game world all the more. Involve them in the game more. I like that. Means I'm doing something right as a DM, generally.
In general, do different caster classes and different spell types have specific roles to play that they are not only the best at accomplishing, but exclusively able to do so?
Better at, certainly. Exclusively able to do? No. Not by spell type. If a player wanted to make a 'white' necromancer type wizard who was concerned with the workings of the body and soul (rather than just rolling around raising undead), I would have no problem at all with them having arcane cure spells, arcane spells that bring back the dead, and arcane spells that cure ailments.
 



Howdy,

I run a Realms Campaign so by default magic needs to come in all varieties and types, within the bounds of the theme(s) of the setting and reasonably in keeping with the structure of the rules-set for spells.

As far as player goals/spell researching goes: I’m not as up on the underlying thinking for spell balance and mechanics as I used to be, and my game has reached Epic Levels so I allow quite a lot and don’t watch for balance concerns as much as I used to (which wasn’t that much anyway).

Thus, no problem with researching ice ball and I’d be fine if they just ‘took’ it as a level-up spell. However Sonic I still wouldn’t allow in this manner. Or rather I would, but at reduced dice.

I think healing spells are spread out enough that researching a “+2 spell level” would be unnecessary. I’d discourage it.

Even though Thayans once had access to healing spells cast as Wizard Spells, this isn’t something I’d introduce back into my campaign just for the sake of lore. Thus there’s at least one defined role (Wizards don’t heal --until Shapechange, at any rate) I stick to.

OTOH I think variety is paramount in my game. Thus I like to include spells from D20 sources like Monte Cook’s Book of Eldritch Might and various Scarred Lands sources. To the extent these sources blur the lines...well I’m pretty comfortable with it since I use them sparingly.

J. Grenemyer
 

San,

You, as always rock. But I still think you should come back to the fold. After all, we don't have no stinking deities telling wizards what spells they can or cannot make! :p :)
 


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