How powerful should magic be?

AllisterH

First Post
We've gone over the power-level argument for the fighter and it has gotten somewhat heated (especially with the tidbits released by WOTC) but I'm wondering, what about the actual magic using classes?

I mean, take this image from 2E.
spellsp.jpg


The guy's bringing down a CASTLE by himself. I'll admit, I've always judged fighters against images like that but 4E is a new game.

Do we want our 15th level mages being able to bring down a castle by themselves? At 20th level, how powerful should magic be in the hands of players?

Now, this is a little harder since frankly, we don't really HAVE that many sources to draw inspiration from for magic wielding protoganists (I mean, of the D&D influences, how many star a magic wielding protoganist?)
 

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Magic should be the most powerful overall force in any fantasy setting, but optimally all classes should be individually equal in power. I love that picture too, but if you think about it that mage isn't very smart. I mean, c'mon fire does half damage to objects!
 

In my personal opinion, magic, when used on a daily basis, should be about equal to what you'd expect from a game design perspective if you built a character who attacks just as often as a fighter, but who sacrifices armor and hit points for damage and standing in the back. So slightly better than melee combat, balanced against lower durability.

Magic, when used on a long term, ritual-like basis, should be incredibly powerful. This is no longer combat tactic territory, this is magic-as-a-plot-point territory. This is dark rituals that summon evil gods.
 

Cadfan said:
In my personal opinion, magic, when used on a daily basis, should be about equal to what you'd expect from a game design perspective if you built a character who attacks just as often as a fighter, but who sacrifices armor and hit points for damage and standing in the back. So slightly better than melee combat, balanced against lower durability.

Magic, when used on a long term, ritual-like basis, should be incredibly powerful. This is no longer combat tactic territory, this is magic-as-a-plot-point territory. This is dark rituals that summon evil gods.

That is something I can get behind.

I like the imagery/fluff of the wizard doing a ritual to pull of a major spell (and major being anything over 6th level) and the ritual itself requiring say an hr/spell level.
 

In a traditional fantasy setting it should be the most powerful force in the game. The wielders should have the ability to accomplish things that surpasses anything a non-magic wielder can.

There should be significant drawbacks or prices to being able to use magic and to the act of using magic, with the more powerful magic having a correspondingly higher price.

I know i am probably in a minority in this thinking.
 

Cadfan said:
In my personal opinion, magic, when used on a daily basis, should be about equal to what you'd expect from a game design perspective if you built a character who attacks just as often as a fighter, but who sacrifices armor and hit points for damage and standing in the back. So slightly better than melee combat, balanced against lower durability.

Magic, when used on a long term, ritual-like basis, should be incredibly powerful. This is no longer combat tactic territory, this is magic-as-a-plot-point territory. This is dark rituals that summon evil gods.
I agree with this.

Mages of 25+ level should be able to level mountains. However, Fighters of 25+ level should be able to decimate armies. We're talking about Achilles here. Magic should be Powerful, but the Fighter in the party should not have to take a back seat in upper level play.
 

One thing I'm hoping we'll finally see in core is some sort of ritual magic ability to carry off the entire range of 'Call down a plague upon the land'-type magic.

There are a few things I've seen like the spell shown above. Arcana Unearthed has a tenth-level (levels in AU go up to 25) Exotic (meaning, you have to spend a feat just to learn that one spell) spell called Invoked Devestation: Range 1 mile/level line of sight, All in 100-foot/level radius take 10d6 points of damage/ round for 1 round/level, considered to be all elements and energy types and each person has to make a Reflex save every round. You can cast it once per year. That's your 'wipe this fortress off the map' spell.
 

Cadfan said:
In my personal opinion, magic, when used on a daily basis, should be about equal to what you'd expect from a game design perspective if you built a character who attacks just as often as a fighter, but who sacrifices armor and hit points for damage and standing in the back. So slightly better than melee combat, balanced against lower durability.

Magic, when used on a long term, ritual-like basis, should be incredibly powerful. This is no longer combat tactic territory, this is magic-as-a-plot-point territory. This is dark rituals that summon evil gods.
I'd agree with this.

Iron Heroes has a cool conceit called the "Dread Sorcerer" villain class. He can do stuff the PC's can't even dream of, and if the PC's ask how he can do it, Step 1 is selling your soul to a Demon ... so, NPC's only.

You can put the Ritual thing into the rules too, just with really long rituals, and material components that require a quest to track down, etc. In fact, it's usually assumed by pro adventure writers that this sort of thing is possible - otherwise, what would be the point of all those cults collecting sacrificial virgins and the body-parts of Vecna?
 

WayneLigon said:
One thing I'm hoping we'll finally see in core is some sort of ritual magic ability to carry off the entire range of 'Call down a plague upon the land'-type magic.
Eh. That really doesn't need to be Core. At most, a short paragraph in the DMG about the magic spells given in the book being a "mere sample" of what is possible with magic would be enough. A short expansion book would be the better way to go here, since most people don't need complex rules on this sort of thing. In ~15 years of gaming, I never have.

I usually hand-wave this stuff. When I write adventures, I just say "There's this cult, and they're trying to collect the seven shards of Tharzidun's sword - you probably want to stop them." And when I do world design I always assume that the PHB spell list is just the stuff most often memorized by adventuring wizards. There's a different spell list for the clerics and wizards who spend their lives in "office jobs", tending to their flock or city-folk clientèle. Non-adventuring clerics and wizards probably get a lot more mileage out of the "hedge magics" that meet the every-day needs of the people around them. But actually including this list in the PHB would be a waste of space.
 

Irda Ranger said:
Iron Heroes has a cool conceit called the "Dread Sorcerer" villain class. He can do stuff the PC's can't even dream of, and if the PC's ask how he can do it, Step 1 is selling your soul to a Demon ... so, NPC's only.
This was a big reason i was happy Mearls was on the job.
 

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