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Worlds of Design: Making Fixes For Spelljammer
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<blockquote data-quote="Aelryinth" data-source="post: 8238222" data-attributes="member: 10515"><p>This article highlights one of the main weaknesses of fantasy games: the lack of broad defensive magic (stopping the fun stuff) vs offensive magic (adding the fun stuff).</p><p></p><p>The key to all this is having relatively cheap and easy to get defensive magical fields.</p><p></p><p>1) Stillflight Fields. Anything that can't fly with physics cannot fly in a Stillflight field. That includes polymorphed people... you lose lift and head for the ground.</p><p>Aerial bombing thus becomes not a problem, dragons won't come near cities and fortifications with such defenses, and infiltration by any form becomes much harder.</p><p>The only version of this spell in D&D was a 6th level Wingbind. You can fly at level three, but you can't stop things from flying until 12?</p><p></p><p>2) Interdiction fields: Stopping dimensional shenanigans should be MUCH easier than performing them! Reinforcing the dimensions so things cannot be Summoned on top of you, whizbang teleporters pop in to kill you, and immaterial/ethereal naughty word cannot pass through your walls and kill you should be EASIER than such attack modes, not harder. Proof against Teleportation was a 3rd level spell, but there were Jaunts and things you could take at level 1, and Forbiddance is an insane level 5 spell with a very small AoE.</p><p>Make large-scale Interdiction fields a thing, and suddenly Gates in the center of town, teleporting mage raids, and spectre bombs become almost impossible.</p><p>Also, the combination of 1 and 2 makes it REALLY hard for lawbreakers to get away (and adventurers).</p><p></p><p>#1 above shuts down the spelljammer threat from above, and throwing out the spell on a battlefield could spell its immediate doom... not to mention dropping that mighty dragon back to the cold hard earth.</p><p></p><p>#3) Anti-Charm fields should be a thing. Suppressing Charms is a level 1 effect... take that single power, explode it out, and suddenly you're citizenry is immune to mind control. Horrifying!</p><p></p><p>#4) Spell Engines. Yeah, remember that level 8 spell? No spellcasting in a HUGE area of effect (10' radius per caster level). Shuts down ALL spellcasting in its area. Sure, it was easy to destroy (touch it wiht a magic item)... but not if you simply sealed it inside a wall, since its effect radiated through stone.</p><p>Cast some sealed spell engines throughout a city, and there's no spellcasting whatsoever, while at the same time being very pleasant for a spellcaster to stay in. Specific regions set aside to cast spells in would be known and easily monitored.</p><p>Seed the area around your town with them, and things outside the walls can't Cast on you, either.</p><p></p><p>---In short, the easiest way to settle down these powerful offensive magical effects is to make equally powerful defensive magical effects that utterly neutralize them, which is exactly what would happen in a magical world.</p><p>If your enemy can fly with magic, it should be EASIER to make them not-fly, the natural state, than it would be to make them fly. That's just common sense, so go run with it.</p></blockquote><p></p>
[QUOTE="Aelryinth, post: 8238222, member: 10515"] This article highlights one of the main weaknesses of fantasy games: the lack of broad defensive magic (stopping the fun stuff) vs offensive magic (adding the fun stuff). The key to all this is having relatively cheap and easy to get defensive magical fields. 1) Stillflight Fields. Anything that can't fly with physics cannot fly in a Stillflight field. That includes polymorphed people... you lose lift and head for the ground. Aerial bombing thus becomes not a problem, dragons won't come near cities and fortifications with such defenses, and infiltration by any form becomes much harder. The only version of this spell in D&D was a 6th level Wingbind. You can fly at level three, but you can't stop things from flying until 12? 2) Interdiction fields: Stopping dimensional shenanigans should be MUCH easier than performing them! Reinforcing the dimensions so things cannot be Summoned on top of you, whizbang teleporters pop in to kill you, and immaterial/ethereal naughty word cannot pass through your walls and kill you should be EASIER than such attack modes, not harder. Proof against Teleportation was a 3rd level spell, but there were Jaunts and things you could take at level 1, and Forbiddance is an insane level 5 spell with a very small AoE. Make large-scale Interdiction fields a thing, and suddenly Gates in the center of town, teleporting mage raids, and spectre bombs become almost impossible. Also, the combination of 1 and 2 makes it REALLY hard for lawbreakers to get away (and adventurers). #1 above shuts down the spelljammer threat from above, and throwing out the spell on a battlefield could spell its immediate doom... not to mention dropping that mighty dragon back to the cold hard earth. #3) Anti-Charm fields should be a thing. Suppressing Charms is a level 1 effect... take that single power, explode it out, and suddenly you're citizenry is immune to mind control. Horrifying! #4) Spell Engines. Yeah, remember that level 8 spell? No spellcasting in a HUGE area of effect (10' radius per caster level). Shuts down ALL spellcasting in its area. Sure, it was easy to destroy (touch it wiht a magic item)... but not if you simply sealed it inside a wall, since its effect radiated through stone. Cast some sealed spell engines throughout a city, and there's no spellcasting whatsoever, while at the same time being very pleasant for a spellcaster to stay in. Specific regions set aside to cast spells in would be known and easily monitored. Seed the area around your town with them, and things outside the walls can't Cast on you, either. ---In short, the easiest way to settle down these powerful offensive magical effects is to make equally powerful defensive magical effects that utterly neutralize them, which is exactly what would happen in a magical world. If your enemy can fly with magic, it should be EASIER to make them not-fly, the natural state, than it would be to make them fly. That's just common sense, so go run with it. [/QUOTE]
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