Sending Magic Back to School (Long)

Chris_Nightwing

First Post
I've been gathering my thoughts on how magic has been presented in previous editions of the game, how it exists currently in D&D Next and perhaps how it ought to be. There are a number of major questions to answer, some of which have been discussed by the designers and these boards already, but I will try to summarise the arguments where possible. I also present some suggestions that will, in my opinion, help to define magic for D&D Next, focusing mainly on the Arcane side of things.

Question 0

The most fundamental question, I think, that differentiates magic systems from different worlds/games is, "Can magic do ANYTHING?". I think that all editions have had the same spirit, which is that, yes, magic can do anything, whether that be turning a wizard into a combatant as good as a fighter, or ressurecting the dead party member, or finding the planar location of the bad guy's lair. I will note that due to the somewhat careful balance of 4th edition, there were fewer reasons to research your own spells (I don't recall offhand if the rules discuss this), but I certainly did so in all prior editions. This was often to create a signature spell, or to have a specific damage type at a given level, or just to see how much I could abuse a DM's lack of experience.

Should magic be able to do anything? I think that this principle is worth aligning with, though some fundamental limits should remain in place. For instance, whilst Wish was a highly amusing spell, it was *too* open-ended to be a useful addition to the game. The addition of Rituals in 4th edition allowed a non-trivial cost to be assigned to any given effect, and I think this a rule to stick with. The individually prepared cantrips and spells cast by a Wizard/Cleric should never create something permanent, nor bypass an 'exploration' task (such as finding the bad guy's lair). Making an individual challenge trivial though, is acceptable (such as casting fly to get over a chasm, or charm person to avoid a bar fight). Non-ritual spells should still be cautious not to make another character's schtick redundant, so casting knock to get through a door is acceptable if it means the Wizard can pretend to be a Rogue for that check, not if it opens any door without question. For spells that are both prepared and available as rituals, I am undecided - it's hard to put a component price on something you can technically several times a day if you ready yourself for it, but on the other hand I don't want the Wizard having to prepare fly for everyone and having nothing else to do because you know a chasm is coming up. I suppose my final word on this is that if magic can do anything, prepared spells should only be able to do a subset of everything.

Other Questions

Arcane vs. Divine: A sort of question 0.5 is whether or not the type of magic determines what can be done. Traditionally clerical magic can heal and deal with animals and grand-scale effects like weather better than the arcane, whereas the arcane can deal more damage and has a tendency towards area effects. Both can create things, summon things, divine things and affect minds.

I think it's a good idea to reduce unnecessary spell entries wherever possible. If clerics are going to have effects that match their deity, and happen to be similar to wizard spells, then there's no point in making two spell entries. On the other hand, I am all for making the two forms of magic more distinct. I don't think that clerics should be dishing out elemental damage unless theit god is related to the elements. 'Holy' damage is acceptable, particularly if alignments interact with the world again. Generally though, with different domains, it would seem like clerics will be able to do anything wizards can, plus healing, so perhaps restrict the 'general' spell list they have access to, but allow them some subset of Arcane magic through domains. Wizards will still have the advantage as the ultimate magic users if they can use every element and school, with clerics restricted to 1 or 2 at best.

Spells/Rituals: We've had classical Vancian magic, we've had cast-at-will cantrips, we've had encounter powers and rituals. We've had prepared spells and spontaneous casting. There are a whole host of ways to cast spells, but how best to do so?

I like rituals - they allow for the 'magic does anything' scenario, but place a cost on elaborate effects and make magic more reasonable for world-building. I also approve of at-will cantrips, to give spell-casters something to do when their big effects are done for the day. I was never an encounter-power fan. I would (and am pleased to see) the separation of magic into cantrips, spells and rituals. I would add one more category though: ceremonies. These would be rituals in which anyone can participate, so long as one person knows the ceremony. The point of this is to allow other party members to contribute non-GP costs towards effects that will benefit the whole party. For instance, 'Mass Fly' could cost GP, sure, but why not give everyone taking part flight for the duration at the cost of HP/XP/HD? Sure, GP or magic dust effectively allows this already, but I'd rather move away from an economic cost for effects to a personal cost. If you want to reign in buff spells, give them a cost of some kind. I quite liked the XP costs of 3rd edition permanency, I think that effects that buff the entire party to make a challenge or encounter easier could easily cost XP. Similarly, you could spend HD, reducing your available healing in exchange for that all-day immunity to poison buff.

Damage Types: Another edition means another chance to clear up the 1001 damage types and keywords that exist. Off the top of my head I can think of: Fire, Cold, Lightning, Thunder/Sonic, Acid, Psychic, Holy/Unholy, Chaos/Law, Force. Should damage types align with the elemental system, the planes, or be independent?

I particularly loathe acid and thunder damage types. The former is really a fire/physical effect, and the latter a purely physical effect. I'm not sure where to go with damage types - it depends entirely on the planes to be honest. If the classical elements are used then I would suggest fire (fire), ice (water), lightning (air) and physical (earth), with force being the mysterious fifth element. Express acid as a combination of fire/physical damage. Get rid of psychic damage - that's for psionics. The aligned damage types.. depend on alignment interaction with clerics, the planes and the world, so they could stay or go. An alternative element system would be fire/ice/lightning, earth absent. It's tricky to find the right set, but a reduction rather than expansion would be ideal.

Schools of Magic: Magical schools have been around a while, the standard 8 being: Abjuration, Alteration, Conjuration, Divination, Enchantment, Evocation, Illusion and Necromancy. Cleric spells were shoe-horned into these schools (notably healing spells have been both necromantic and conjured). There has been quite a lot of overlap between what effects the different schools can have (evocation/conjuration mostly) and they vary in perceived power level.

Here's the big thing I'd like to see with better definition. I have wracked my brains to figure out how to divide every possible magic effect. The best I could come up with was a division into three: Creation, Alteration, Destruction, but this doesn't really cover Divination, and Illusions are unclear. Instead I think consolidation and better definition of existing schools is required. Abjuration has an obvious flavour: defence, but the means by which this is achieved vary considerably (incorporating force, elemental and mental effects). Alteration is perhaps the most vague, as changing things could include almost anything. Conjuration makes sense when it summons things, but this has grown to include bringing non-creatures from the planes. Divination is obvious. Enchantment should be mind-affected spells, but has got a little bloated. Evocation ought to be just damaging things, but confuses itself with conjuration. Illusion at low-levels is clear, but then starts to act like evocation and enchantment. Necromancy seems obvious, but isn't really. So here's what I think: first of all, remove necromancy and associated spells and make life and death entirely the business of clerics (if they classify spells by schools then Necromancy is a fine name). Second, consolidate abjuration and alteration - most protective spells change the caster in some way (stoneskin for instance) except for those that created barriers (and were evocation anyway). Refine enchantment to make it entirely direct mind-affecting spells, and do the same with illusion to make it entirely indirect mind-affecting spells (the key difference being whether or not there is a specific target, or if anyone who finds the illusion might be affected). Evocation and Conjuration should stick to what they know - evocation being a formation of the elements to do something, and conjuration summoning actual things from the planes (presuming there are elemental planes). Divination remains as is, though an alternative consolidation might be divination/abjuration, as you can't protect yourself without knowing what to protect yourself against. This gives us Alteration, Conjuration, Divination, Enchantment, Evocation and Illusion - six schools, with clerics handling Necromancy if they must.

My Final Suggestion

This has been discussed before, but I was surprised in the playtest that it appears the Wizard is getting an increasing number of spells per level, and that the spells at each level were distinct. Especially given the discussion of fireball being prepared at different levels. You can solve all of this by giving Wizards/Clerics a fixed number of spell slots that never changes - the only thing that gets better as level increases is what spells you can prepare in those slots. I'm going to go for a nice round number, five, as a starting point, with new spell levels coming in at 2nd, 4th, 6th etc.. and a lowest level slot being exchanged for a highest level slot at each level up:

Code:
-	1	2	3	4	5	6	7	8	9
1	5	-	-	-	-	-	-	-	-
2	4	1	-	-	-	-	-	-	-
3	3	2	-	-	-	-	-	-	-
4	2	2	1	-	-	-	-	-	-
5	1	2	2	-	-	-	-	-	-
6	-	2	2	1	-	-	-	-	-
7	-	1	2	2	-	-	-	-	-
8	-	-	2	2	1	-	-	-	-
9	-	-	1	2	2	-	-	-	-
10	-	-	-	2	2	1	-	-	-
11	-	-	-	1	2	2	-	-	-
12	-	-	-	-	2	2	1	-	-
13	-	-	-	-	1	2	2	-	-
14	-	-	-	-	-	2	2	1	-
15	-	-	-	-	-	1	2	2	-
16	-	-	-	-	-	-	2	2	1
17	-	-	-	-	-	-	1	2	2
18	-	-	-	-	-	-	-	2	3
19	-	-	-	-	-	-	-	1	4
20	-	-	-	-	-	-	-	-	5

Now, the effect of preparing a spell in a given slot is either increased damage for evocation, increased HP threshold for legitmate targets for enchantment, more targets for various schools, longer duration/greater bonus for alteration, greater HD creatures for conjuration, longer range or detail for divination and more significant effects/duration for illusion. Linear power progression, something new every level and lots to do at 1st level. Distinct and restricted spell schools.

Thoughts? Sorry if I bored you!
 
Last edited:

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Interesting questions, good thread, interesting idea (try putting your table in code tags so it lines up).
Question 0

The most fundamental question, I think, that differentiates magic systems from different worlds/games is, "Can magic do ANYTHING?". I think that all editions have had the same spirit, which is that, yes, magic can do anything, whether that be turning a wizard into a combatant as good as a fighter, or ressurecting the dead party member, or finding the planar location of the bad guy's lair.
This is, in my opinion, the toughest question for D&DN to answer. I know this isn't your point, but to me it inexorably leads to the question of what PCs can do vs. what NPCs can do. On the one hand, you could go the 3e route and say "magic can do these specific things, and everyone plays by the same rules." On the other hand, you could go the 4e route and say "magic can do anything, but the PC wizard class can only do these specific things (and no one in the multiverse except you is a member of the PC wizard class)." The latter is convenient in a rounded-corners, Chris Perkins kind of way: It's easy to make up crap on the spot, but it destroys the possibility of a coherent world where magic makes sense (which I guess was the point). I would lean towards the former, as it allows players to make informed decisions based on expectations about how the world works, but rigidly defining magic has all sorts of problems.

Maybe the best solution is to have broad statements about what the different kinds of magic can do, then have the playable classes exist within that. Then the DM can play around within that definition, while the players still know what to expect.
 

Okay - there is a lot here, but I'm going to try to comment on each part...

Question 0: Can magic do everything? The flip side of this question is, "Should magic have limitations?" It's hard for me to fall on one side or another on this issue. While magic, by it's very nature, implies broken limitations, from a game design point of view this can be very challenging. The current designs - OD&D through 3rd edition - try to have it both ways by limiting the amount of magic used and when it is used, but leaving how it is used wide open. This has made Wizards very potent at later levels, even if they are fragile in early levels. AEDU powers took a step in the right direction in trying to even things out, but it was a step away from one of the major traditions of D&D. Maybe WotC needs to draw a line to say what spells can and cannot do... but I don't know where that line would be drawn.

Arcane vs Divine: How to make them more distinct. I think there was a Legends & Lore article about this, but I'm too lazy to go looking for it. IIRC, the main theme of the article was that Arcane magic was flashy, where as Divine magic was subtle. I think *that* is an excellent starting point.

Spells/Rituals: I really think the answer is going to be "All of the Above." I really like your idea about personal costs rather than economic costs, but I'm afraid that would make the base system more complicated than what I'd like to see...

Damage Types: On one hand, I think you are right; damage types need to be paired down. On the other hand, I think a large range of damaged types are still needed... Fire, Acid, Cold, and Lightning are all good. Piercing, Bludgeoning and Slashing can also help flesh out the game. In addition to these seven, maybe a few regarding weapon material type would be good. Holy, Defiled, Psychic and those more nebulous types of damage need to go.

Schools of Magic: I could get behind this...

Final Suggestion: Two comments regarding this... I think this might be too limiting and I suspect that we will have only 7 spell levels in 5th edition, if the playtest is any indication. Overall, I like the thinking behind it, but I don't care much for the execution.
 

Good thread by the way.

At this point a couple of comments:

*I would prefer that a priest's magic (divine) works entirely differently to a wizard's magic (arcane). How it is "cast", how it manifests and the repercussions of each should be entirely different.

*Damage types if used represent the method of recovery from a particular wound as much as they represent how effective a particular damage type is against a particular target. You could use as a method of consolidating:
- Slashing
- Piercing
- Bludgeoning
- Concussive (including force? and sonic)
- Burns (including fire, acid, cold and electricity)
- Necrotic
- Holy (including radiant)

Best Regards
Herremann the Wise
 

Okay - there is a lot here, but I'm going to try to comment on each part...

Question 0: Can magic do everything? The flip side of this question is, "Should magic have limitations?" It's hard for me to fall on one side or another on this issue. While magic, by it's very nature, implies broken limitations, from a game design point of view this can be very challenging. The current designs - OD&D through 3rd edition - try to have it both ways by limiting the amount of magic used and when it is used, but leaving how it is used wide open. This has made Wizards very potent at later levels, even if they are fragile in early levels. AEDU powers took a step in the right direction in trying to even things out, but it was a step away from one of the major traditions of D&D. Maybe WotC needs to draw a line to say what spells can and cannot do... but I don't know where that line would be drawn.

Arcane vs Divine: How to make them more distinct. I think there was a Legends & Lore article about this, but I'm too lazy to go looking for it. IIRC, the main theme of the article was that Arcane magic was flashy, where as Divine magic was subtle. I think *that* is an excellent starting point.

Spells/Rituals: I really think the answer is going to be "All of the Above." I really like your idea about personal costs rather than economic costs, but I'm afraid that would make the base system more complicated than what I'd like to see...

Damage Types: On one hand, I think you are right; damage types need to be paired down. On the other hand, I think a large range of damaged types are still needed... Fire, Acid, Cold, and Lightning are all good. Piercing, Bludgeoning and Slashing can also help flesh out the game. In addition to these seven, maybe a few regarding weapon material type would be good. Holy, Defiled, Psychic and those more nebulous types of damage need to go.

Schools of Magic: I could get behind this...

Final Suggestion: Two comments regarding this... I think this might be too limiting and I suspect that we will have only 7 spell levels in 5th edition, if the playtest is any indication. Overall, I like the thinking behind it, but I don't care much for the execution.

Can magic do anything? Of course, if you define it that way.

Should it?

Does it really feel like any sort of world when your MID-LEVEL - 10s and so - people can be zipping above the countryside like superman? Only several of them. Does it feel even remotely epic when they act like fighters on a strafing run?
 

Can magic do anything? Of course, if you define it that way.

Should it?

Does it really feel like any sort of world when your MID-LEVEL - 10s and so - people can be zipping above the countryside like superman? Only several of them. Does it feel even remotely epic when they act like fighters on a strafing run?

You are just rewording what I just said - or at least it feels that way. Maybe I wasn't clear... sorry.
 

Schooling Spells

Good questions. Here are some questions of my own with some suggested answers.

Spells or Prayers?
4th Edition got this one right. If wizards could heal, why even have a cleric? Cleric powers should not be called spells, they should be called prayers.

Spell and prayer ranges?
It is near impossible for the DM to memorize all the different ranges given in the previous Player's Handbooks. While we may need a range such as 100 feet for outdoor encounters, such a range is only practical in "the theater of your mind". Those of us who like minis and tiles are only going to judge distance in squares.
Since archers today can shoot a target at a distance of 100 yards/300feet/60 squares, we could also make spells/prayers that way. However, if a spell is just like a homing missile then range hardly matters at all. But we need a standard range for all things in the game. An average map room for tiles is 20 squares. How about a range of 100 feet. for all spells/prayers.

Another thing to consider is standardizing the damage of all the spells. Some spells in 3rd edition just do too much damage. As a solution to that, I came up with damage rolls for 3 types of damage. 1d4 force damage + 1[w], 1d6 fire damage + 3 ongoing damage, 1d8 lightning damage + stunned, 1d10 cold damage. This is my attempt to trade off damage for a condition in order to make all the damage more or less attractive to the caster.

The Vancian System?
We have never understood or played that correctly. In each state or country in which I have lived, no player ever correctly understood or wanted to use the Vancian system. Players cast their spells and I immediately allowed those spells to work during their turn with no wait times. Nobody wanted to keep track of when their spell was executed and they often forgot. We also never acknowledged the running out of spells. I just let clerics and magic users keep using all their known spells when they needed them during combat. None of that must prepare stuff. If the caster knew the spell and it was on the character sheet, I allowed them to use it. When burst spells became popular as a result of video game play, I only allowed those 1 time per fight.
 

I know this isn't your point, but to me it inexorably leads to the question of what PCs can do vs. what NPCs can do.

That is a very good point. As a DM, I often use magic as a tool, a reason for something to have happened, for something to exist, and I never expect any PC to be able to create their own flying city or ancient artifact unless they decide to seriously pursue it. Players will, though, want to use spells that are used against them, and they might even want to make magic items - so I can see why 3rd edition codified this. I think that if an NPC can create a magical effect (without some plot-centric superpower) then a PC should be able to too. I also don't mind codification of magic item creation - but it has to be more difficult and more limited than in 3E/4E.

..but I don't know where that line would be drawn.

Arcane vs Divine: How to make them more distinct. I think there was a Legends & Lore article about this, but I'm too lazy to go looking for it. IIRC, the main theme of the article was that Arcane magic was flashy, where as Divine magic was subtle. I think *that* is an excellent starting point.

I also have no idea where to draw the line, and one of the reasons I'd like to see the schools of magic refined is to try to make clear what spell effects can do - for instance my bugbear is Phantasmal Killer, an illusion spell that can actually kill you through fear. Now, in my mind, that's either an enchantment (fear, it clearly affects your mind) or an evocation (an actual killer exists). If you want an illusion, then it should exist for everyone to see and if you don't believe it, then it wastes your time, but can never kill you (damage you perhaps, given the abstract nature of HP).

I also like the idea of subtle clerical magic, but so far we've seen Searing Light (or whatever it is called) and there's always a demand for Flamestrike. Clerics shouldn't have these unless they are god-relevant!

*I would prefer that a priest's magic (divine) works entirely differently to a wizard's magic (arcane). How it is "cast", how it manifests and the repercussions of each should be entirely different.

Ah I didn't say much about this, but I think clerics should go the way of the sorcerer. Give them a list they can cast, let them cast when they need to. They are imbued with power from their gods after all, none of this studying books nonsense!
 

I've had to give a good long think to the magic issue, and it is one of the most intractable.

Emergent behaviour is the key to the problem. Put another way, change the rules and people will adapt all the way.

We act as we act because of the rules of our game. Medieval knights wore swords and armour because for them that was the best way to maximize damage and minimize hurt. Cowboys wore leather and pistols because it worked for them. Whom would you bet on, the knight or the cowboy?

If the rules include people who can fly, then suddenly you have changed the rules in a basic way. It becomes an issue of rarity - and with enough money, what is rare ceases to be. Considering the costs of a siege, all castles would be taken with magic - think of a wizard flying a hardened group to the top of the walls at night, while a few more give covering fire, to open the gates.

So now, castles and city walls are built different, or simply cease to matter.

Likewise, you have the equivalent of bombers or strafing fighters. Communication becomes nearly instantaneous.

When magic can do anything - why will a wizard plot to bring some monsters and destroy a village? A group will team up to take over the world, all of it, and split continents and countries and cities. Whats more, they will win.

How do you justify, in your world, that this has not happened? In forgotten realms, you have equally powerful wizards *mandated by a god, and sometimes bedded too* to keep them in check. Only what these do truly matters, the other events, even if cataclysmic are merely consequences or sideshows.

You still have a world, and it can be epic, but when magic is strong enough it becomes a game of wizards & company. Everybody else is surplus to requirements.
 

"No matter how subtle the wizard, a knife between the shoulder blades will severely cramp his style." - Vlad Taltos (Stephen Brust)

Rituals become a bit of an equalizer, if they are open to everyone. Every development in warfare, leads to a new counter development. Magic is no different be it arcane, divine, or psionic/ mystic. Once the novelty of flying in a squad of commandos wears off, there will be a counter measure developed to catch the squad at their most vulnerable, in flight. Summon Xorn sappers? Banishment mines.

Wizards rule the roost as long as they are protected from that knife in the back. I think we will see Mage killer themes and PrCs. That will level the field even more.
 

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