Liking how Magic is looking now with Skills for the different Schools and then spells to go with it.
its very much on par with weapons as a mage could pick up different schools much like a warrior could get different weapon styles. And Spells would be akin to weapons for warriors...
Right. So without any issues, we need a spell list. It won't be overpowered, or even gran til the much later levels, or mages will become much too strong, too soon. They will be more versatile though.
Right, and not every spell should be useful in all situations.
So, maybe not a "Spell Creation Contest" but open up to some suggestions?
My first thought was, he lied in every word, That hoary cripple, with malicious eye Askance to watch the workings of his lie On mine, and mouth scarce able to afford Suppression of the glee, that pursed and scored Its edge, at one more victim gained thereby.
How will power factor into this? For instance, say I have a level five spell earthquake 20ft radius, that shakes the earth to make my enemy stumble... I'm level 10, I want a 40 ft radius with longer duration instead; does this have to be a seperate spell, or perhaps the more power I apply the higher the level of the spell? E.g. instead of taking a level 5 spell for the day its a level 8, 9, or 10, etc.
Ideas for Earth spells: Canyon Crusher, open a rift below the opponent and smash it closed on them. Earth spike, shoot a sharp earth projectile. Earth armor, protects from physical damage at the expense of mobility. Earth wall, lifts a block of rock in front of you (perhaps to block an incoming projectile). Earth fist to grab the opponent, or punch them. Quicksand to suck them down, or some type of earth prison. Earthworm, slide into the ground, burrowed and therefore probably well protected and hidden, perhaps able to move freely like a worm. Just some ideas.
Every element has an armor or cloak that makes you very well protected from attacks in that element, dark and light turns you invisible, all elements get it at the same level; there should be matching projectiles and AOE attacks as well IMO.
The types won't have direct counterparts between them, or there would be no need to set them apart. I think part of the appeal of one 'school' of magic will be the different spells it has and what it is capable of. I'd much rather have the variety, too.
I certainly agree the schools should be as unique as possible, I was just thinking of maybe three spells out of the list that would be milestones sort of. At level 5 You are skilled enough with fire to wrap it around yourself and not get burned, at the same level you can bend earth around you to deflect but have the skill to still be able to move. That would make weaknesses more prevalent too... water on fire armor.
As far as projectiles, it just seems every school would have a basic 'throw a rock/firebolt/air wave' type deal, like one of each school's level one spell. Might help a little to have milestones to balance the different schools.
Also I guess metal would be in the earth school, and lightning in air, perhaps past a certain level like 5. (I cant use the chat by the way, as I'm on my mobile. Really a pain.)
Water could finally get those ice spells people have been wanting.
Earth could get some plant magic.
Thinking the typical force spells could go into whatever Light is becoming. (Force Wall, Force Cage, Magic Missle, etc...)
To go with Dieter's earlier comment on building power... maybe a few spells could have it built into the effects... (AOE = 5ft per dot in related Magic field or effects 1 person per dot, etc...) Not all spells, but maybe a few...
My first thought was, he lied in every word, That hoary cripple, with malicious eye Askance to watch the workings of his lie On mine, and mouth scarce able to afford Suppression of the glee, that pursed and scored Its edge, at one more victim gained thereby.
Or what we could do is make a charging system of sorts.
For example on Dieter's suggestion on empowering spells, we could make it to where there is a charge time so to speak. The longer they charge it (which we could cap depending on the skill level) in rounds the more "powerful" it gets. So for the earthquake example if it ranged 20 or so feet, then after, oh say, two round of concentration bump it up 10 more feet.
Or we could do a GM fiat and give GM's the authority to dictate how much more powerful the spell gets.
Lol. Alright, let's remember that simplicity has been the best asset in the current system and consider the following.
We don't have stats and don't want them. Therefore, there is no way to 'charge' a spell, other than time, as you suggested. But time is also intangible in this game.
I think, that with some 30 spells per tree and 55 casts max, Magic users won't need more options. Really.
Show me a thread where they will cast a dozen spells and I will be amazed. And that's with no cap on casting, other than RPing fatigue.
A solid, refined spell list will be an asset. Altering spells, or modifying them, or charging them is akin to wanting to enchant your favorite weapon because you refuse to adapt to another piece of gear.
Magic is also the most misunderstood part of our game right now, even for GMs. Let's make it very simple
Oh - and get to it people! This is my next project, so if you want to see some spells, I require the following criteria:
- Is it practical. - Is it simple to understand. - Is it balanced and not exploitable. - Is it not the same old, same old for no good reason? The exception to this would be the fireballs and so on that simply have to be in.