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General Tabletop Discussion
*Pathfinder & Starfinder
Making Magic Magical Again?
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<blockquote data-quote="fuindordm" data-source="post: 5779396" data-attributes="member: 5435"><p>I think the spells themselves have a lot to do with making magic interesting. </p><p></p><p>"Magical" spells:</p><p>* sometimes have limitations (only at night, only works on certain targets, requires a rare component that might have nothing obvious to do with the spell) suited to the theme of the class</p><p>Poster child: Entangle </p><p>* sometimes have serious consequences for the caster or his allies (insanity, aging, calling unwanted attention to the party)</p><p>Poster child: ADD's Contact Other Plane</p><p>* sometimes combine more than one effect</p><p>Poster child: Monte Cook's "Ride the lightning" from Arcana Unearthed, combines LB and D-door.</p><p>* imitate mythological ideas</p><p>Poster child: Pathfinder's "Beguiling Gift" (witch spell, target accepts and immediately uses an item). Another: ADD's "Binding".</p><p>* have their effects described in somewhat vague terms, so that inventive players can use them in numerous situations</p><p>Poster child: ADD's "Command", Stone Shape</p><p>* have serious implications for the game world</p><p>Poster child: 3E's "Awaken"</p><p></p><p>Now, I'm not saying every spell in the book should be like this. There's plenty of room for "bread-and-butter" spells too. But just because there is a spell to increase Strength, doesn't mean there has to be a spell for every attribute, plus higher-level versions to increase the attributes for longer periods or for multiple targets. Maybe no one's figured out a spell to increase Con yet, or if they have it causes warts to sprout all over the target's body. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" /></p><p></p><p>When a class's spell list contains many spells that meet one more more of the above criteria, then I find myself wanting to play that class so I can use those spells.</p><p></p><p>When most of the spells provide clearly laid-out mechanical benefits, have narrowly defined uses, and magic has no appreciable consequences for its users, I find myself playing fighters and thieves instead.</p><p></p><p>Ideally, the spell list should imply that magic-users do not fully understand the source of their power, because the spell list <em>doesn't</em> cover every need and because there are still undesired consequences to using magic. On the other hand, spells that are tricky to use in some way should be a little more powerful than the "bread-and-butter" spells.</p><p></p><p>Ben</p></blockquote><p></p>
[QUOTE="fuindordm, post: 5779396, member: 5435"] I think the spells themselves have a lot to do with making magic interesting. "Magical" spells: * sometimes have limitations (only at night, only works on certain targets, requires a rare component that might have nothing obvious to do with the spell) suited to the theme of the class Poster child: Entangle * sometimes have serious consequences for the caster or his allies (insanity, aging, calling unwanted attention to the party) Poster child: ADD's Contact Other Plane * sometimes combine more than one effect Poster child: Monte Cook's "Ride the lightning" from Arcana Unearthed, combines LB and D-door. * imitate mythological ideas Poster child: Pathfinder's "Beguiling Gift" (witch spell, target accepts and immediately uses an item). Another: ADD's "Binding". * have their effects described in somewhat vague terms, so that inventive players can use them in numerous situations Poster child: ADD's "Command", Stone Shape * have serious implications for the game world Poster child: 3E's "Awaken" Now, I'm not saying every spell in the book should be like this. There's plenty of room for "bread-and-butter" spells too. But just because there is a spell to increase Strength, doesn't mean there has to be a spell for every attribute, plus higher-level versions to increase the attributes for longer periods or for multiple targets. Maybe no one's figured out a spell to increase Con yet, or if they have it causes warts to sprout all over the target's body. :-) When a class's spell list contains many spells that meet one more more of the above criteria, then I find myself wanting to play that class so I can use those spells. When most of the spells provide clearly laid-out mechanical benefits, have narrowly defined uses, and magic has no appreciable consequences for its users, I find myself playing fighters and thieves instead. Ideally, the spell list should imply that magic-users do not fully understand the source of their power, because the spell list [I]doesn't[/I] cover every need and because there are still undesired consequences to using magic. On the other hand, spells that are tricky to use in some way should be a little more powerful than the "bread-and-butter" spells. Ben [/QUOTE]
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Making Magic Magical Again?
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