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Spells of Epic Proportions

Today, I was thinking about spells, their effects, and the caster’s level in S&W… It may have been Erik Tenkar’s Tavern Chat Podcast that planted the seed.

I’m sure there are other systems that have dealt with this already, but spells are cast to generally create some beneficial effect. The power of these effects dictate the Spell Level, which then dictates the required level of the caster that can cast it. In a nutshell, you cannot cast anything that is too high a Spell Level.

Let’s take a Level 1 Magic-User as an example. He can cast a Magic Missile, but not a Fireball.

So, why can’t they?

It doesn’t make a lot of sense if a Level 1 Magic-User with 17 INT has the same INT score as a Level 6 caster, surely they could learn it, but maybe their bodies and minds are not prepared for the endurance needed — that comes with Levels.

This brings to mind the AD&D1E version of the Staff of the Magi and Staff of Power with their Retributive Strike (nuclear) option, where the staff could be broken to deal a catastrophic, deathly strike. This higher-powered effect is very beneficial, but comes at a high cost. It’s a great narrative tool for a game too. Stories can be told of the colossal battles and their great cost. It also gives casters a new-found respect.

How can we make that possible? Well, here are some thoughts.

Should the risks be higher or lower? I’d love to hear your thoughts.

Glynn

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