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schneeland
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Spells for mystics

Sun 18 Apr 2021, 01:32

Now that the Kickstarter is running, I finally took the time to read the PDF and I have to admit, I'm positively surprised. I'm not the biggest fan of 5e (it's not a terrible game, but too super-heroic for me), but I think the presented classes and subclasses/approaches look solid for the most part.
One thing that I found irritating though is the use of standard 5e spells for mystics. This feels very much at odds with how I perceive the world of Symbaroum, so I was wondering if the plan is to keep this for the final game, or if the powers and rituals from the original game will be converted and 5e spells will just be options?
 
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Jacob Rodgers
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Re: Spells for mystics

Sun 18 Apr 2021, 01:37

The general rule is that if we could use the OGL spell without modification, we kept it. If we could tweak the spell for Symbaroum, we tweaked it. If a mystical power or ritual didn't exist in the OGL list, we made a new spell. So it will be a mix — a lot of familiar resources for folks familiar with 5e along with the setting-specific magic forms.

For the sampler, we did rely on OGL spells only (for the most part), mostly as a function of limited space and to let 5e players have an easy opportunity to explore Symbaroum.
 
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schneeland
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Re: Spells for mystics

Sun 18 Apr 2021, 12:14

Thanks! That does seem like a fair compromise, as it's fair to assume that people who jump onto this will probably come more from the 5e than the Symbaroum side.
 
n4tune8
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Re: Spells for mystics

Thu 22 Apr 2021, 22:26

I have the same concern as schneeland. The reason why D&D feels so heroic is because of the power and variety of spells, and because in 5E, it seems that 75% of archetypes can use spells one way or another. I am happy that Ruins of Symbaroum mostly has approaches that do not rely on spells (apart from the mystic).

One thing I don't understand is why, in the Theurg spell list, cure wounds cannot be a favored spell, but healing word can.
 
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Jacob Rodgers
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Re: Spells for mystics

Fri 23 Apr 2021, 03:53

One thing I don't understand is why, in the Theurg spell list, cure wounds cannot be a favored spell, but healing word can.
The primer is a rules-sampler and of course things might change before the end. At the moment, from a Watsonian perspective it's about the amount of power being used to override 'the rules of nature' and from a Doylist angle how much you're likely to pay per point of hp regained. But, as said, it might change before we see print.
 
n4tune8
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Re: Spells for mystics

Fri 23 Apr 2021, 04:49

I understand that, corruption being a kind of resistance to manipulation of nature/reality, like paradox in Mage The Ascension. But in gaming terms, if I have the choice between a spell that heals 1d8+WIS for 1d4+1 corruption at touch range and requiring an action, versus 1d4+WIS for 2 corruption at 60ft range and requiring a bonus action, I know which one I will select.

As for favored cantrips being usable at will (without corruption), aren't you concerned that it might change the flavor of Symbaroum? Also, if I can cast Fire Bolt all day long, there is no reason to learn Magic Missile (1d4+1 corruption).
 
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Jacob Rodgers
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Re: Spells for mystics

Fri 23 Apr 2021, 14:52

As for favored cantrips being usable at will (without corruption), aren't you concerned that it might change the flavor of Symbaroum? Also, if I can cast Fire Bolt all day long, there is no reason to learn Magic Missile (1d4+1 corruption).
There will probably be a slightly different feel to Ruins of Symbaroum compared to the original game but characters will slowly unlock cantrips whereas a standard 5e game allows all cantrips to be freely cast at all times. On that note, regular 5e characters can cast Fire Bolt all day long and Magic Missile only a few times per day but MM remains a popular spell choice (more damage and no to-hit roll).
 
Temujin_Mach
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Re: Spells for mystics

Fri 23 Apr 2021, 16:28

Hi guys,
I've just been reading the Ruins Of Symbaroum 5e OGL Spreads V 1.01, I'm a little confused about how the Mystic Approach Of Wizard works regarding spell acquisition and usage.

From what I understand a 1st Level character gains 6 cantrips and two 1st Level Wizard Spells and Detect Magic as a bonus 1st Level Spell.
Two of the Cantrips are favoured so when casting them you don't suffer the penalty of Corruption. One of your 1st level spells can be favoured so only suffer two points of corruption when you cast it.
When you rise to 2nd level you gain an additional 1st Level Spell. Also, you can now select a third cantrip as favoured, so you don't suffer corruption when you cast it.
When you rise to 3rd level you gain a 2nd Level Spell, you can then choose another spell that is favoured and a fourth cantrip spell no longer causes corruption.
I was wondering if I am interpreting the rules correctly? Also is the bonus spell of Detect Magic automatically favoured or is it even corruption free?

I think what might be useful is a table indicating the number of spells you can cast and maybe a little clarity on the number of spells you can know. Also in the case of the Mystic Approach of a wizard, does the wizard have a spell book they have to learn their spells from like the 5e OGL wizard? For instance could a character find a book of spells so expanding their repertoire of spells above those they gain from level rises.
So for instance a third level character whom is a Mystic who follows the approach of Wizard, knows 6 cantrips, four 1st Level Spells and three 2nd level spells, because they found a spell book containing two 1st level and two 2nd level spells they hadn't acquired by gaining levels.
However, they have to choose the two 1st Level spells they have learned and the one 2nd Level spell they have learned from their repertoire of available spells and can only cast those spells.

A 3rd Level Wizard in 5e OGL knows 3 cantrips and has the knowledge of 3 spells, plus their intelligence bonus in their mind. However, they will have at least four 1st Level Spells and two 2nd level spells in their spell book possibly more.

I feel it just needs a little clarity.

Thanks guys
 
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Jacob Rodgers
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Re: Spells for mystics

Fri 23 Apr 2021, 17:01

Hi guys,
I've just been reading the Ruins Of Symbaroum 5e OGL Spreads V 1.01, I'm a little confused about how the Mystic Approach Of Wizard works regarding spell acquisition and usage.

From what I understand a 1st Level character gains 6 cantrips and two 1st Level Wizard Spells and Detect Magic as a bonus 1st Level Spell.
Two of the Cantrips are favoured so when casting them you don't suffer the penalty of Corruption. One of your 1st level spells can be favoured so only suffer two points of corruption when you cast it.
When you rise to 2nd level you gain an additional 1st Level Spell. Also, you can now select a third cantrip as favoured, so you don't suffer corruption when you cast it.
When you rise to 3rd level you gain a 2nd Level Spell, you can then choose another spell that is favoured and a fourth cantrip spell no longer causes corruption.
I was wondering if I am interpreting the rules correctly? Also is the bonus spell of Detect Magic automatically favoured or is it even corruption free?
You will probably want to download RuinsOfSymbaroum_5EOGL_SinglePages_v2.0.1.pdf — not only will you get some updated rules, you'll also get another adventure!

You have everything correct, Detect Magic could be selected as a favored spell but it would be a choice. It's a bonus spell only in the sense that you get it automatically (i.e. every Ordo Magica wizard is taught Detect Magic).
I think what might be useful is a table indicating the number of spells you can cast and maybe a little clarity on the number of spells you can know. Also in the case of the Mystic Approach of a wizard, does the wizard have a spell book they have to learn their spells from like the 5e OGL wizard? For instance could a character find a book of spells so expanding their repertoire of spells above those they gain from level rises.
So for instance a third level character whom is a Mystic who follows the approach of Wizard, knows 6 cantrips, four 1st Level Spells and three 2nd level spells, because they found a spell book containing two 1st level and two 2nd level spells they hadn't acquired by gaining levels.
However, they have to choose the two 1st Level spells they have learned and the one 2nd Level spell they have learned from their repertoire of available spells and can only cast those spells.

A 3rd Level Wizard in 5e OGL knows 3 cantrips and has the knowledge of 3 spells, plus their intelligence bonus in their mind. However, they will have at least four 1st Level Spells and two 2nd level spells in their spell book possibly more.

I feel it just needs a little clarity.

Thanks guys
Great feedback. Ordo Magica Wizards do not need a spellbook, they know their spells inherently. There is a feat that you can take (Extensive Learning) that you can take one or more times, representing your Wizard acquiring more spells. Otherwise, you can't learn any 'excess' spells, it is one of the trade-offs for having such wide flexibility in when/how many times you can cast the spells you do know.

We'll work on the final rules doing their best job to explain the process.
 
n4tune8
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Re: Spells for mystics

Fri 23 Apr 2021, 17:36

So when a mystic/wizard reaches level 5, he can learn only a single level 3 spell *cough* fireball *cough*?
Is there a mechanic to change your known spells, since there is no spellbook? For example, Theurgs could make offerings to Prios, Wizards could go for a while to an Ordo Magica academy, Sorcerers could consume the essence of a spellcasting creature (hello corruption!) to learn one of their spells, Artificers could attune to an artifact with charges to learn a spell from it...

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