Saturday, June 10, 2017

On the magic system, has there been any issues or problems with the caster character only getting two spells at the...

On the magic system, has there been any issues or problems with the caster character only getting two spells at the start (and for most of the game)? I know the spells are pretty flexible so I could see doing a lot with two.

I was planning on using the following rules for a game I'm planning out:

1-As a 'freebie', characters can do simple 'hedge magic' either for zero or one hp. These are simple tricks like making a book float in the air across a room, lighting a pipe/starting a fire, temporary changing the color of something the size of dinner plate, etc. More for flash and roleplaying then anything else.

2-Characters with Magic Training start with two spells slots and two spells known. Addition spells slots (spells the character can cast from memory) can be gained as the character levels.
Spells that are not in a spell slot have to be cast from a book or scroll and always cast last in a turn (at least, some spells take longer).
Additional spells can be learned, found etc.

2 comments:

  1. (1) works well without a hit point cost for magic users. Although do make it clear that these cantrips are for minor use and are easily thwarted if anyone is watching.

    One nice proviso is if these sort of cantrips have to affect the self. Therefore a magic user could make a book float to herself or from herself back to the shelf. she could light a fire at touch (not at a distance), or warm up her coffee, or change the colour of something she holds in her hand. Or clean her clothes after the party has been traipsing through a swamp.

    Of course many players will try to game the rules. For example what is to stop her from warming one cup and then passing it on to someone else. Simple. That's still her cup of coffee - she's just shared it with someone else. Trying to warm up another cup won't work.

    Done properly it can really make the magic user unpopular with the rest of the party.

    ReplyDelete
  2. I haven't had any complains about the number of starting spells. I usually recommend that people take a focused spell they can use reliably, and something more vague than can be cast to solve problems.
    Your solutions seem like they would perfectly work. I tend to allow casters to learn the spells they find, actually.

    ReplyDelete