What kind of magic do you like?

mmadsen

First Post
What kind of magic do you like in your game world? Does D&D magic match your idea of magic? Do you like Vancian "fire and forget" magic? Do you like priests who wear armor casting spells on wizards who can't wear armor? Do you like Magic Missiles and Fireballs?

Which elements of the core magic system do you find essential? Which seem to work, but you can imagine better ways of handling the same things? And which elements just don't work for you at all?

What spells create a really cool effect that makes the game more exciting, and which ones seem to just ruin good stories?

If you're DM, do you just give NPCs spells you like, or have you modified the magic system to suit your tastes?
 
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I like the more cerative spells. Evocation spells are boring in my opinion and all we get is more and better ways to kill thengs. How bland.

I'd perfer a system that tires or weakens the caster instead of the fire and forget method we have now.
 

depends on the game

When I'm playing D&D, I like the D&D magic system. It's simple (and I have a life, so I don't spend a lot of time playing), easy to remember, and I can pick up a Sorceror or Wizard and immediately know how to play her by the spells she has in her spell book. The resource management aspects are lots of fun too. I'll never forget how grateful the fighters in the group were when I successfully polymorphed a rust monster into a toad :)

For Call of Cthulhu, I love the Call of Cthulhu system. But I wouldn't want to play a Wizard with the Call of Cthulhu magic system. It wouldn't take too long before my Wizard became a gibbering mess, and that's no fun in a game where characters are supposed to endure for the long term.
 

As little as possible, I like it when my players are excited to find anything magical no matter how dinky. They seem to like it as well, so that's good.

Although, I have to agree with Crothian re: magic system. My favorite is the magic system in Shadowrun. Throw a spell at the wrong time and your brain goes mush...very nice.
 

Ideally I prefer a magic system to feel more 'magical'. To have a more occult bend to it. Full of mystery and unpredictability as well as hidden dangers.

For my own world I've scrapped the DnD magic system in favor of a system that meets the above needs. I understand it will eventually see publication but at present it is still in playtest.

If it's still as such by the time of my next game I'll be playtesting it as well.

The DnD magic system doesn't feel at all magical to me. I can play in it, but it never satisfies my hunger. Perhaps it's because I've been deeply involved in the occult before and I have more of an idea of what should be there. Or perhaps it's simply that the DnD magic system doesn't even live up to the fantasy novels that I personally enjoy.

It's just lacking the sense of wonder, spiritualism, and mystery that magic should have.
 

I feel the same way as arcady... but I haven't yet created new rules to satisfy me.

Right now I'm playing with the D&D magic system, although I've taken out some "game-breaker" spells: teleport, raise dead, ressurection. I like Un/Hallow, Hypnotism, the Planar Binding spells, and a whole bunch of other low-level subtle spells.
 

I use the D&D system, but I make wizards and other spell casters very rare (thats why I like Kalamar... in case you havent noticed from other posts ;) ). I am thinking of using the Soveriegn Stone or Wheel of Time systems in place of the D&D version though. Both of those systems are more flavorful and present magic in a much more realistic way.

But until then I use the D&D system, but just remove certain spells.

-=Grim=-
 

I like the more cerative spells. Evocation spells are boring in my opinion and all we get is more and better ways to kill thengs. How bland.

What are some specific spells you enjoy?

I'd perfer a system that tires or weakens the caster instead of the fire and forget method we have now.

That seems to be a common request.
 

Re: depends on the game

For Call of Cthulhu, I love the Call of Cthulhu system. But I wouldn't want to play a Wizard with the Call of Cthulhu magic system. It wouldn't take too long before my Wizard became a gibbering mess, and that's no fun in a game where characters are supposed to endure for the long term.

What if "wizards" were Experts and had lots of useful arcane skills in addition to sanity-blasting spells? And what if they could cast high-level spells earlier than in core D&D? What if a Spellcraft roll prevented the Sanity loss? What if spellcasters "healed" Sanity more quickly/regularly than in CoC?
 

Ideally I prefer a magic system to feel more 'magical'. To have a more occult bend to it. Full of mystery and unpredictability as well as hidden dangers.

What kind of changes would yield more mystery? It sounds like your homebrew system has spell rolls and dire consequences.
 

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