What kind of magic do you like?

Right now I'm playing with the D&D magic system, although I've taken out some "game-breaker" spells: teleport, raise dead, ressurection.

It sounds like lots of people disagree with Raise Dead, Reincarnation, and Resurrection. What other spells do you consider "game-breakers"?

I like Un/Hallow, Hypnotism, the Planar Binding spells, and a whole bunch of other low-level subtle spells.

I find the difference between the Summon Monster spells and the Planar Binding spells...big. I much prefer the Planar Binding spells.
 

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I think the WoT system, even if the world isn't for you, really captures the feel of what I think magic should be like. I hate 75% of the classes in the PHB having spell ability. Magic should be rare.

I have toyed with making a NON-WoT - WoT System game that brings in some other elements (necromancy, summoning).
 

Personally, D&D's system doesn't match my own ideas of magic at all. I've always thought of magic as a shapeless force that could be formed to create any effect imaginable, provided the caster could channel enough energy. Then again, I also dislike the notion of "learning" magic, I prefer to think of it as an inborn talent in a person (similar to 3E psionics). David Eddings' Belgariad and Mallorean series come pretty close to how I think magic would work. No game that I know of has really captured my notion of magic, but Talislanta (4th Edition) comes pretty close. Maybe that has something to do with the fact that my definition defies practical rules mechanics. :p
 

Chairman_Kaga said:
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.
I'd love to see either a conversion of the Shadowrun system or something very close.

In the mean time, I've been toying with the idea of taking the base of Mogoose's Chaos Magic system and replacing the Paths of Chaos with some of the overchanneling mechanics from Wheel of Time. The idea being that casters face a progressively greater chance of being stilled instead of turning into a freak.
 

Simple any magic that let's me blow players heads off, turn them into walking corspes, deep fries them or just plain old makes their lives and HP go to Hell. ;)
 

Personally I like the notion of magic that tires the caster, drawing upon both mental and physical strength to capture, shape and use magical forces.

Whilst I am not familiar with WoT or Cthulhu magic systems, one of the systems I most enjoyed using was that of Ars Magica.

The ability to use magic spontaneously to create an effect needed at the time gives wonderful freedom for creativity, whilst giving a good mechanic for the exhaustion a mage would feel after using the art.

Of course, implementing such a system into DnD would certainly a difficult task. I can see balance issues.

For what it's worth, I think the DnD system is just fine for what it is. It is straight-forward and simple (fairly) and with the right role-playing, it's adequate enough to reflect the mysteriousness of being a user of the art.
 

Personally, i like the "assisting" magic spells. the cleric spells i like are Magic Vestiment, Holy Shield (i think thats what its called) Greater/Magic weapon, and my domain (earth) Stone Skin and that sort. anything that will help my cleric not get touched.

As for a mage, even though i dont have one higher than lvl 4, i like mage armor, shield, invis, blur, mirror image, etc.. im not a big fan of " ooh a disintigrate! you die!" sucks when you work up a character of over 10th lvl and die from a stupid disintigrate. i also hate beholders :P

I like the bard list of spells, they arnt as blatently mindless as Magic Missle and Fireball...
 

I'd like a spontaneous magic system. However, I'm well aware what that'd do to balance, so specific spell slots it is. I do think that the game should offer a little more room for style, but that'd be served by little blurbs to the effect of "feel free to alter the spell descriptions and minor effects, so long as things like range, duration, and damage are never increased by said modifiers". As is, the thematic mage or sorcerer is a little underpowered, but themes are still primarily the province of role-play.

On the other hand, one of the big things that always bugged me about D&D was that most of the spells had no cost, and no chance of misfiring. Magic is supposed to be unknowable and uncontrollable, but spells are fired off with technological precision. I wouldn't mind a Vancian style wizard or a core style sorcerer, but at least give their casting level a little tweak in some direction or other (the old wild magic level variation table, maybe?), and some sort of spellcraft-style roll to see if the spell gets off as well. Probably balanced with more casting slots, and the ability to take temp. Con damage for a couple more slots above and beyond that, but basically a way to make magic a little less knowable and predictable, along every step of use.
 

mmadsen said:
I find the difference between the Summon Monster spells and the Planar Binding spells...big. I much prefer the Planar Binding spells.

I wish they had lower level Planar Binding spells - so you could summon a pathetic wretch to do your menail work all day long without having to fight like a well-trained warrior (BAB +4, 24 hp).

As far as other spells I don't like... I almost considered getting rid of the "big" damage spells - Fireball, Lightning Bolt, Cone of Cold... but I figured that wouldn't be too much fun for the players. (I've held off on using them against the PCs, but now that they are using them I'm not holding back.)

I'd also like to see more low-level divination spells with more "DM interpretation" room. So you could give the PCs hints and clues and foreshadowing about the adventure to come in much more detail than "Weal" or "Woe".
 

arcady said:
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.

I guess I think that 'full of mystery and unpredictability' is almost by definition counter to the highly quantified 'spirit of D&D', if you will. If there are standardized rules, then mystery and unpredictability doesn't last long. If magic has a cost, it's a predictable cost, and what can be done with magic is set out in the rules.
 

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