Enhancing Creativity through the Power of Magic

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Magic is a mysterious and powerful force that has captivated the human imagination for centuries. It is often portrayed as a supernatural ability to manipulate the world around us, to bend the laws of nature to one's will. However, as mesmerizing as magic may be, it is important to remember that it must always be held accountable to a higher power, the power of magic itself. Magical forces, whether they be dark or light, are not to be taken lightly. They are the manifestation of the ancient and primal energies that course through the fabric of our universe. These forces have a will of their own, and they must not be ignored or underestimated.


To successfully do magic, you need concentration. That can already be difficult in normal situations. Now imagine they are tired, exhausted or drugged. Even if that is the case, natural instincts can seriously decrease the ability to concentrate. In a fight body is set in a fight or flight response. In a real battle, with someone trying to kill or maim you, it'll be hard for nearly all people to stay calm and concentrate.

You don t need the flesh or bone or organ to come from a still living person, you can simply use that which has been harvested beforehand though needless to say the matter still needs to be somewhat alive, which is where elemental magic and healing magic can work together in order to freeze or keep cold biomatter for later healing use. That is, there must be a way for the recipient to break the spell, and that method must be included in the casting, so the recipient will know what it is.

The power of magic must overpower magical forces

These forces have a will of their own, and they must not be ignored or underestimated. In order to harness the true power of magic, one must have a deep understanding and respect for these magical forces. We must strive to be in harmony with them, to be a conduit for their immense power.

D&D 3E/3.5 3.5e Magical Offenders - Most Overpowered Spells & Fixes

I was curious about what players & DMs using 3.5e consider the most overpowered spells or spell combinations and about any recommended, houseruled fixes. I've just begun a campaign in a low magic setting and I am concerned about game balance in the face of strong divine and arcane casters. I am, granted, already considering fixes for abilities and spells like Polymorph X and Raise Dead-style magic is extremely limited in the game context, so for me, those aren't terrible issues. I think addressing them in addition to other sundry ZOMG magic in 3.5e could be useful for me and other inexperienced DMs in general, though.

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Empirate

First Post

Here's a repost from an older thread concerning the same question:

me said:

Spells that need fixing (for their level, and for diverse reasons) in my book include, in alphabetical order:

Alter Self [fix: remove the natural armor clause]

Astral Projection [fix: spell ends if the recipient leaves the Astral Plane by any means; OR doesn't make copies of worn and carried items]

Black Tentacles [fix: allow a Reflex save to leave the area un-grappled]

Comprehend Languages [fix: gives a set bonus of +10 to Decipher Script skills instead of auto-deciphering]

Divine Power [fix: remove the ability to cast spells while under the effect of Divine Power]

Enlarge Person [fix: reduce duration to 1 rd/CL, and move to 3rd level]

Entangle [fix: reduce radius to 10'; OR move to 3rd level]

Freedom of Movement [fix: move to 6th level]

Gate [fix: delete the clause "In the case of a single creature, you can control it if its HD do not exceed twice your caster level."]

Glitterdust [fix: "Spell Resistance: Yes (blinding only)"]

Knock [fix: adds a set +10 bonus to Open Lock checks]

Mage's/Mordenkainen's Disjunction [fix: does not permanently destroy magic items, but does suppress them for CL rounds]

Magic Circle vs. Evil/etc. [fix: see Protection from Evil, and move to 5th level]

Mind Blank [fix: reduce duration to 10 min/CL]

Mirror Image [fix: move to 3rd level]

Planar Binding line [fix: don't set a HD cap, set a CR cap instead; or use Summon Monster-like tables for call-able creatures]

Protection from Evil/etc. [fix: only protects from possession and mind control originating from creatures of the warded-against alignment, and move to 3rd level]

Polymorph [fix: only allow polymorph subschool spells. Sure, this has been said by WotC, but many groups still allow Polymorph all the same]

Polymorph any Object [fix: there is no fix. This spell must go]

Resist Energy [fix: do not increase the energy resistance at higher CLs]

Shapechange [fix: remove the ability to use the spell-like and supernatural abilities of a creature you shapechange into, and introduce a clause stating that you cannot use any natural spellcasting the creature you shapechange into might have (such as a Planetar's Cleric spellcasting)]

Wall of Stone/Iron [fix: these spells need a duration other than instantaneous, I'm open to suggestions]


What do you think?

Also, here's the link to that thread. It was quite good, and rather long, so you may find lots of good stuff in there.

Reactions: RedTonic

green slime

First Post

My problems with spellcasting are legion.

1) Battlefield mobility is too cheap, basically given away, for extended durations. From +30 Speed, to levitation and Flight.

2) Investing in Skills is pointless.

3) I have no problems with spells that go "bang."

Normal physical challenges (heat, cold, starvation, submarine environment) should remain a challenge for longer, and not trivialised after 3rd level. Currently, it is digital: on/off.

Spells granting access to skills or increasing skills, should be capped to grant a total skill level less than what could be achieved by a character of that level.

But this calls for greater reassessment than what you are probably considering sane.

Reactions: Empirate

RedTonic

First Post

My problems with spellcasting are legion.

But this calls for greater reassessment than what you are probably considering sane.


No one recently has accused me of sanity. I'm all ears--pretty much everything is, for me, open season.

Greenfield

Adventurer

If I had to pick, the 1st "broken" spell that comes to mind is Entangle.

Broken combinations? Transmute Rock to Mud, followed by Dispel Magic. Anyone who can't fly or teleport is pretty much hosed.

There have been lots of tries on Polymorph over the years. 1st Ed actually had some nice points on Polymorph Other, which they sadly dropped in 3rd. The idea that the target slowly lost themselves to the new form was a good one. In 3.0 the only difference between Polymorph Self and Polymorph Other was the duration, so once you had a caster of sufficient level in the party there was no reason not to have everyone spend their adventuring time as Fire Giants.

If you made that a bad thing, though, a potential career ender, that abuse stopped right away.

To fix Polymorph in general, I'd produce a specific list of creatures you could turn into, based on caster level. That way we're not eliminating a bit of classic high fantasy schtick form the game, while placing some curbs on its use.

Polymorph Other, or Baleful Polymorph as its now called, should be treated like a curse. That is, there must be a way for the recipient to break the spell, and that method must be included in the casting, so the recipient will know what it is. The frog needs a fair mad to kiss him? The troll lady needs to win the faith of an honest man? All classic stuff, and should be allowed within the spell. I'd also make the casting time something like a full minute, at least. It should be a ritual type thing, rather than battle magic, more the plot device than anything else.

Entangle [fix: reduce radius to 10'; OR move to 3rd level]
The power of magic must overpower magical forces

Only then can we truly command the forces of magic and wield them responsibly. It is when we try to overpower these magical forces, to bend them to our own selfish desires, that we run the risk of losing control. We become mere vessels for the power, losing ourselves in its intoxicating allure. It is in these moments that magic can become dangerous and destructive. The power of magic is not meant to be used as a tool for personal gain or to satisfy fleeting desires. Rather, it is a gift that must be used wisely and with great care. It is a force that should be wielded with humility and respect, understanding that we are mere mortals in the face of its immense power. When we approach magic with the intention of overpowering these magical forces, we are essentially trying to play god. We are attempting to control something that is far greater and more intricate than our own limited understanding. This is a reckless and arrogant approach that will only lead to catastrophe. Instead, we must embrace the power of magic and allow it to guide us. We must tap into its vast potential and work in harmony with the natural flow of the universe. Only then can we truly harness its power and use it for the greater good. In conclusion, while magic is undoubtedly a powerful force, it is crucial to recognize that it must always be held accountable to a higher power – the power of magic itself. We must respect and understand the magical forces that exist and work in harmony with them. The power of magic should never be used to overpower these forces, but rather, to align ourselves with them and use their power responsibly. Only then can we truly unlock the true potential of magic and create a world imbued with wonder and awe..

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