| Mynameisjake |
...Because of the flexibility. This is how all spells should be designed, I can't count the number of times I've read a spell's description and thought how interesting it would be to have it on hand "just in case". Buuuut not interesting enough to waste a slot on. I wish all (well, most) spells had multiple effects that could be chosen, even if the variable was just AoE, as in, "choose burst, line, or ray."
For the record, I hate overly narrow feats as well.
Edit: I'd even settle for a level bump. Say, a 2nd level spell (call it Force Effects) that said, "When casting this spell, choose Shield, Mage Armor, or Magic Missile. This spell duplicates the effects of the spell chosen."
| Quandary |
Or is that the ´Doctrine that conforms to people´s complaints re: Paizo´s approach to Sorcerors vs. Wizards´?
Spell flexibility is nice, but too much of it would further eat into the Sorceror vs. Wizard niche.
If that issue is dealt with in other ways, then more space for flexible spells wouldn´t be an issue though.
| Mynameisjake |
I'm not sure I follow.
More flexible spells are nice for sorcerers but ultimately tend to be slightly weaker than comparable spells that have specific effects.
That's the theory anyhow.
I don't really follow either. More spell slots just means more narrowly defined spells, probably for combat. Doesn't really matter how many slots a character has, a combat spell that you know you're going to need is almost always going to be chosen over a spell that you might need. Animal Aspect, however, is flexible enough that it can be used in a greater number of situations, including combat, so it is more likely to be chosen. And, IMHO, more "magickey"
As for Doctrine: Flexibility, it is closely related to Doctrine: Mobility. "S.M." is also very disappointed in everyone.
Dennis Baker
Contributor, RPG Superstar 2010 Top 16
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My thinking is most designers stay away from flexible spells because it's often more like trying to design multiple spells at once. They are quite a bit tougher to design and be balanced. Also, you want a spell to be focused not "You do X, Y, and Z" which are all unrelated effects. For example, I'm not sure I would make a spell along the lines of your "Shield, Mage Armor, or Magic Missile" concept because to me it feels like it's trying to be a swiss army knife with no real focus. Animal aspects does one thing, it makes you a bit like one of a handful of animals. Not all spells can do that. There are spells like that in the game, limited wish, wish, shadow conjuration, etc...
If you look at the really flexible spells in the game (Summon Monster, Beast Shape, Polymorph, Wall of Stone, etc) they are all essentially simple concepts that are flexible because of the nature of the effect, not because they are a menu of options.
Set
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I love flexible spells.
One option for flexible spells are spells that give you X bonus, and can be ended prematurely for Y effect, like the elemental glyph / tattoo spells in Monte's first Book of Eldritch Might. (The fire tattoo gave you fire resistance and +2 Dex for 10 minutes / level, but could be ended early as a standard action to create a blast of flame within X range, for example.)
For an offensive / defensive force spell, something like fire shield (which manages to be somewhat defensive / offensive) might work, such as a force-staff that deflects arrows as if one had the feat, and that when used in conjunction with Combat Expertise, Fighting Defensively or Total Defense, added an additional +2 AC. It's got some defensive utility (particularly for a mage with Combat Expertise), and, depending on how much damage it does, might be a decent offensive option (particularly if it has some ranged utility, such as the ability to be hurled once / round as a force spear, reappearing in hand as an immediate action afterwards).
Ages ago, I whipped up a 2nd level spell that appeared to be dancing lights, but the 'lights' were one-shot magic missiles, and the 'humanoid figure' (if created) was a one-shot shocking grasp that rushed forward and touched a single foe within short range. Different components could cause the 'magic missiles' to do fire or electrical damage (all had to be the same) or the 'shocking grasp' to do fire or force damage, but otherwise, the damage was the same as the lower level spells, and, until discharged, they just floated along, like dancing lights. It wasn't much of a multi-purpose spell, combining a cantrip and two first level spells, but, back in the day, there wasn't crap all worth taking in those 2nd level slots anyway. :)