What is the "standard loadout" for a magic system, i.e., the spells/effects that every system "has" to have?
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What is the "standard loadout" for a magic system, i.e., the spells/effects that every system "has" to have?
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Look at everything non-spellcasters can do, a standard magic system should be able to do all that, but bettter.
>ITT: Average D&D player
Magic should be a tool,not the entire toolbox. There is no "standard loadout", it depends on your setting what tools your setting needs to make a theme work. Please ignore the moronic D&D castergays, they're even more moronic than the average D&Drone, somehow.
Nah, Genesys actually does this right. If you can describe how you would use magic to accomplish a task that would ordinarily be accomplished by any other skill/trait you can make the attempt at a higher difficulty rating than what the skill/trait test would require. Magic CAN do damn near anything, but it should do it worse than those that are trained to tackle those tasks effectively without magic.
Every system that has magic should have magic backlash for any failed casts the result of which should be left up to the GM's discretion including outright PC death.
Fireball, mage shield, teleport, some crowd control, aoe dps spell, and a spell to slow movement.
The less magic can do the more interesting your setting will be.
You should at least break things up into thematically-related specialties. A person who learns magic specifically to summon monsters shouldn't get to heal and cure disease as a side-dish, you should just let them play a godamn monster-summoner. Maybe they eventually have the potential to summon something with healing powers, cross-over is okay, but making every magic user the same is really not okay.
tl;dr don't copy D&D.
If you think there's a "standard loadout" or that a system "HAS to have" anything, I'm sorry to say your DnD brainrot may be terminal.
Also this. Limitations are far more interesting than magic tgat can do anything. Seconding this advice to not copy any part of DnD. If anything, use DnD as a guide for what NOT to do.
There isn't one.
Do you mean "system" as in the rules that the players engaged in a game use to arbitrate the results of in-fiction magic, or "system" as in a product you'd sell?
>Do you mean X or X but also involving capitalism for no discernable reason
Give yourself a dirty swirlie for me will you? Frickin morons
I think I get what you're asking- what are the baseline or minimum things a setting can/must do to show that "hey, magic is real."
I'd say some or all of the following: -Lighting a fire without tools.
-Reading/transmitting thoughts
-Moving objects with your mind
-Speaking to the dead
-foretelling the future, to a greater or lesser degree, with accuracy.
-controlling or influencing the thoughts, feelings, or behaviors of another (ie, hypnosis)
Maybe throw 'spooky skeletons' (or other mindless, created servants) for good measure.
Or don't. I'm not your Dad.
Rape Person (sor/wiz 1)
>didn't mention d&d at all
>seethers can't help but bring it up even though they "hate" it
WotC literally living rent free in you dipshits' heads
I like D&D, but it's true, the idea that magic should be able to cover every base in all settings is a terrible idea, and D&D is the main reason why that idea is so popular. You could argue that videogames might have converged on something similar without D&D but it's hard to say for sure because D&D had so much influence on early fantasy videogames.
That is not anything related to my question at all. Read it again and then slap yourself for moronation.
You didn't ask a question. Are you a bot?
>What is the "standard loadout" for a magic system, i.e., the spells/effects that every system "has" to have?
Please upgrade your slap to a punch
I wasn't replying to OP, I was replying to
, but also OP's question is inane and
just happens to work as a response to it. OP should try not playing D&D.
I am op, you should try playing Russian roulette
>magic system
>system
Gay and moronic
Grow a beard
Fireball, and Levitation