
Freagarthach |
There is an ongoing discussion of where the magic system in the new game should be, to what extent it should be different from original Pathfinder, et cetera.
In my experiences playtesting, the school and concept of Conjuration magic has a strong, positive implementation in the playtest - the spells deliver good player options and creative outlets while set at reasonable levels. Spells that I have personally enjoyed so far are Create Water, Create Food, Summon Monster / Natures Ally, and Rope Trick.
With the idea of taking Conjuration as currently implemented as a basis for the level of rule consistency, fun, creativity, and power found in the magic system over the course of adventuring levels, what specific constructive feedback would you give to align weaker or less functionally implemented areas of the playtest magic system up to a similar level?
As an example, I think that Transmutation as a concept, as implemented, is reasonably strong. Fiery Body and Dragon Form particularly seem like very powerful choices in the right situations. My suggestion would be to implement more options for Transmutation at the earlier levels, Pathfinder spells such as Windy Escape, Angelic Aspect, and Revenant Armor - concepts that expand the utility and power options of casters in unique ways, broadening the appeal and strengthening the flavor of different concepts / branches of magical interest earlier in the adventuring career.