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47

So, this question has both a specific example, and a general question. I address both the specific case (the first two headings) and the general case (the rest of the answer). Unfortunately, the answer to the general case is there is no answer that applies generally. There is no one-size-fits-all, this-is-what-a-GM-should-always-do-for-every-situation answer ...


26

When I DM and a player does something like this, I celebrate it. Creative application of character skills is awesome to watch, and if it's something I haven't thought of, it means it's another tool for the more intelligent NPCs to use later (or for ones who've heard about the PCs using it). Characters who fight by dropping whales on things are probably ...


23

It’s not absolutely clear, but I’d say disjunction doesn’t work on (non-epic) golems. Ultimately this is a GM’s call (I’ll explain exactly why later): there is precedent for golems not being affected by disjunction at all, but there is also a counter-argument for them being affected. I’ll go through the factors one by one, because I didn’t reach this ...


18

First of all let me just say that there's no right or wrong in here, neither a "good-GM-should-do-this-or-that" kind of answer. It is pretty much group and situation specific. What I can do, though, is to give a few examples of ways to "cope" with this situation or a similar one that I've seen in the past. The 10,000 staffs I participated in a game once, a ...


18

Yes, by making a caster level check and meeting some requirements The relevant rules are all in the Magic Items - Scrolls section of the DMG. Here's a copy from the SRD. There are two steps: Decipher the Writing The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read ...


17

There's two ways to understand your question: as a request for example spells, or as a plea for help because you don't really know what Spirit does. There's no exhaustive list of example Spirit spells, and besides, working from a list of spells is the opposite of how the DFRPG magic system works. So I'm going to answer the latter interpretation of the ...


17

There's a few things that help to make magic... feel magical. Relative Rarity If you treat magic like a commodity, it will feel like a commodity. If you treat magic like a strange rarity, perhaps even a scary break from reality... it will be treated like that, too. While the players or the magic type characters may know the basic limitations of magic ...


17

According to my Greyhawk book (published in 1976) On page 20 is the extended wizard spell list, on the lower right corner" "9th Level (all new)" - so the 9th level wizard spells were first introduced in this book spell #6 in the 9th level list is "Wish" On page 28, about 1/2 way down the page "Wish: The same spell as found in a Ring of Wishes ...


15

Ars Magica has a system that allows for dynamic spell casting within their own framework. But spontaneous magic (as it calls it) is rooted into the existing system and it is not a light one. Mage: The Ascension, despite its numerous flaws, had an interesting system for creating magical effects. Again, it was derived from a few magical skills that one could ...


13

Only with a Lot of Planning The description of the vampire reads, "Each round of immersion in running water inflicts damage on a vampire equal to one-third of its maximum hit points—a vampire reduced to 0 hit points in this manner is destroyed." Emphasis mine. I'll admit 12 gallons per person per round is a lot, but immersing--that is, submerging or ...


12

Completion (scrolls, power stones) and trigger (wands and staves, djorges and psicrowns) items function almost identically to simply casting or manifesting the spell or power. The only major differences are: Resource expenditure – they are single-use or use charges, rather than requiring spell slots or power points Access – you need to know/prepare a spell ...


12

Common wisdom says that direct-damage blasting is a suboptimal route for high-tier casters. Damage that doesn’t kill leaves an enemy at full capacity for hurting you or your allies, plenty of low-tier classes can only deal damage, and tend to have an easier time dealing it than a caster does, most direct-damage spells are pretty poor, and so on. There are a ...


11

No The Basics – Stacking: Stacking In most cases, modifiers to a given check or roll stack (combine for a cumulative effect) if they come from different sources and have different types (or no type at all), but do not stack if they have the same type or come from the same source (such as the same spell cast twice in succession). If the ...


10

The simplest is to simply use the Sorcerer instead of Wizard - you get a small list of known spells, and a number of spells, and nothing else changes. Slightly more effort, but more easily used for all classes... Spell Points Allow the usual numbers of known spells. Each spell costs spell points equal to twice it's level, with zero levels being treated ...


10

Like a few things in Legend, the answer is legacy. Legend is based on Dungeons and Dragons 3.5, despite the many massive changes that have been made, and some things exist for no other reason than to make 3.5 players comfortable. In this case, there was also a desire on the part of some portions of the Legend to show that Legend could handle traditional ...


10

For archivists, wizards, and wu jen, you could simply read their spellbook (prayerbook). Though I suspect someone looking to commit a crime with a spell that is unusual enough that this line of inquiry was worthwhile would probably not include it in his main spellbook, but keep it separate. For spellcasters who do not prepare spells ahead of time, a ...


10

Yes. And the quotation to back this up comes from the PRD glossary on invisibility where it says almost at the bottom: Invisibility does not thwart divination spells. If we look up Detect Magic it says plainly that it is of the divination school. Thus it can be used to detect the aura from magical invisibility. Indirectly confirming this is the fact ...


10

The specific description of the Create Water spell on page 215 of the Player's Handbook says: Water can be created in an area as small as will actually contain the liquid, or in an area three times as large and Note: Conjuration spells can't create substances or objects within a creature. Thus you couldn't create the water directly inside the ...


10

Possibly, but most of the time it won't cause an additional effect Even if you inferred or house ruled that the rules for touching willing creatures for the purposes of spell targeting also applied to touching inanimate objects, none of them would be affected unless the spell already allowed multiple target objects. The key limitation is the spell targeting ...


9

Warriors may be linear and Casters may be quadratic, but... In 3.5, that doesn’t mean that casters start weaker than mundanes. They don’t. In the situation that most favors mundanes, a straight-up duel at close range at low-level, an archivist or druid can have a significant statistical advantage. This is much closer in balance than higher levels (when the ...


9

The easiest way to emphasize your casters in the early game, is to throw in lots of relevant skill checks, particularly knowledge or spellcraft checks. Almost any spellcaster is going to have relevant skill modifiers, and it proves their place in the party. A related option is challenges tailored to make spells useful. A small item you need is on the ...


9

From your description it sounds as if your system is intended to be absolutely minimal in use of rules. In that case, you're correct to worry about listing all the spells in advance - you could spend years sorting out balance and abuse problems, and still not have anything that remotely resembles what a player actually wants to do. Spells you design should ...


9

Presence, yes. But the most basic use of the spell only says that something is there, not where it is, so it wouldn't spoil the invisibility effect. To actually get an idea of where the invisible person is, you'd have to concentrate for a couple of rounds. Two rounds is enough if the invisibility spell is the strongest in the area, but that's easy to ...


9

Miscellaneous tricks that should make a Wizard (or in most cases, anyone) move more silently: Get a Collar of Umbral Metamorphosis (Tome of Magic). Grants a move silently bonus as the least of its abilities, the others include Hide in Plain Sight. Get some Silent Moves armor for up to +15 circumstance to move silently. Use ASF lowering techniques for best ...


8

As explained in Street Magic, An astral shadow is a "drab reflections of lifeless objects present in the physical world." (p. 112 - Shadows) p. 114 - Astral Visibility : Shadows of physical objects in the astral plane may be drab and insubstantial, but they are still opaque and can prevent targeting. Items that are transparent or mirrored in the ...


7

Looking at the details for Mage Hand (from the d20PFSRD): Target: one non-magical, unattended object weighing up to 5 lbs. ... Description: You point your finger at an object and can lift it and move it at will from a distance. As a move action, you can propel the object as far as 15 feet in any direction, though the spell ends if the distance ...


7

The problem you are having is that magic is more thoroughly entangled with setting than most aspects of a gaming system. Whatever decisions you make about the magic system inform your setting, and vice-versa. Here's what I mean: In most fantasy settings, you will find swords. There will be different styles, different techniques, etc.. But swords work the ...


7

It's not just interaction – the actual text from the SRD is Creatures encountering an illusion usually do not receive saving throws to recognize it as illusory until they study it carefully or interact with it in some fashion. Let's break this down to determine its meaning. "Studying carefully" is the minimum effort required to gain a save to ...


7

Fly and Invisibility. If you are not touching the ground, but walking on the air just above the ground, you should produce less noise than walking directly on the ground (and shifting dirt and rubble around). In addition you can't be detected with tremorsense. This is far less usable in higher levels when you can count on every monster having either True ...


7

No There's no requirement to know a lot of attack spells at all. But see below: Blasting is actually suboptimal Sorcerers get tons of mileage out of buffs (haste), debuffs (slow), summons, battlefield control options (solid fog, wall of iron) and those options are almost universally going to be more powerful both in and out of combat than pure damage. The ...



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