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Struggling with spell lists!
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<blockquote data-quote="Vlagrate" data-source="post: 6412378" data-attributes="member: 6783272"><p>Whoops, I lost a few words there; it should read: "Because of the caps, the max number of spells a character has is capped by MAG x LOG, with only one spell/Spell-Path at any given MANA COST, which gets into the 3.5 problem of tiered spells." A good example of this is the Path of Body, half of which is the same AID effect with more mana pumped into it. They're different effects, eating up your spell slots but they're just scaled versions of the same thing.</p><p></p><p>Primitive Screwhead touches on what I mean by Spell-Paths being stuck in a straight line. Whether they go from 0 to N sequentially {0,1,2,3,4,...,N-1,N} or non-sequentially {0,3,6,8,10,14,N}, Spell-Paths are arranged such that there are never 2 spells on the same tier. My question is whether you could have a Spell-Path that advances in any way other than a straight line. Like a Path of the Apprentice, that is shaped like a pyramid, with lots of low level effects, but no effects above, say, 4: {0,0,0,0,0,1,1,1,1,2,2,2,3,3,4}. With a 0 to N line, you need to buy a whole separate Spell Path if you want a separate cantrip, so I'm wondering if that's intentional.</p><p></p><p>On the topic of constructing Spell-Paths (I haven't read Elements of Magic; is it available?) does the EoM chapter have guidelines for how many spells should be in a path or how restrictive you should be with player designed Spell-Paths? As written, with the restriction of one spell per mana level, the system encourages picking up an eclectic mix of useful effects and cobbling them together under a common theme to save on XP (much like 3.P Wilders are encouraged to pick very flexible effects at every level, because having specific use powers is a massive opportunity cost).</p><p></p><p>Another point of confusion: Are spell lists effectively favored spells, requiring 2 actions to cast instead of a full minute? Can you modify the spells on the fly or are you stuck with them as is, unless you find another Spell-Path that has a tweaked version?</p></blockquote><p></p>
[QUOTE="Vlagrate, post: 6412378, member: 6783272"] Whoops, I lost a few words there; it should read: "Because of the caps, the max number of spells a character has is capped by MAG x LOG, with only one spell/Spell-Path at any given MANA COST, which gets into the 3.5 problem of tiered spells." A good example of this is the Path of Body, half of which is the same AID effect with more mana pumped into it. They're different effects, eating up your spell slots but they're just scaled versions of the same thing. Primitive Screwhead touches on what I mean by Spell-Paths being stuck in a straight line. Whether they go from 0 to N sequentially {0,1,2,3,4,...,N-1,N} or non-sequentially {0,3,6,8,10,14,N}, Spell-Paths are arranged such that there are never 2 spells on the same tier. My question is whether you could have a Spell-Path that advances in any way other than a straight line. Like a Path of the Apprentice, that is shaped like a pyramid, with lots of low level effects, but no effects above, say, 4: {0,0,0,0,0,1,1,1,1,2,2,2,3,3,4}. With a 0 to N line, you need to buy a whole separate Spell Path if you want a separate cantrip, so I'm wondering if that's intentional. On the topic of constructing Spell-Paths (I haven't read Elements of Magic; is it available?) does the EoM chapter have guidelines for how many spells should be in a path or how restrictive you should be with player designed Spell-Paths? As written, with the restriction of one spell per mana level, the system encourages picking up an eclectic mix of useful effects and cobbling them together under a common theme to save on XP (much like 3.P Wilders are encouraged to pick very flexible effects at every level, because having specific use powers is a massive opportunity cost). Another point of confusion: Are spell lists effectively favored spells, requiring 2 actions to cast instead of a full minute? Can you modify the spells on the fly or are you stuck with them as is, unless you find another Spell-Path that has a tweaked version? [/QUOTE]
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