Group Spellcasting Ability

Anonymous's picture
November 13, 2007 - 11:30pm
Okay, I keep getting ideas for this, despite my opposition to the classing and non-unique tropes.

One thing that you can't do in many spell-casting games is get a group of spell-casters together to perform a spell that they couldn't otherwise perform individually. Basically, the group increases the spell level, success rate, strength, distance, and/or number of recipients of the spell.

Just a thought.

SmootRK's picture
November 14, 2007 - 4:13am
This is a good idea, and it follows my own thoughts on keeping the overall magic level of the game very low overall.  I want to keep the game 'low magic' overall, at least for what the characters are able to achieve when it comes to magical ability.  In order for advanced or 'high' level magic to be performed, I had thought already that it must be accomplished by "Ritual Magic" which is essentially what you are talking about.  (Group Magic, Circle Magic, etc.)  The more powerful magic requires more and more participants, much like what is seen in movies... and is a reason why mages organize hordes of followers or Priests organize groups of religious fanatics.

This has the effect of placing any of the highest level magics into the Referee's hands instead of the players, to be used as plot devices instead of just another piece of a character's arsenal.  Players just cannot organize large groups of npcs without the cooperation of the Referee, which is the way things should be.

does this follow in with your line of thinking as well?
<insert witty comment here>

Anonymous's picture
Corjay (not verified)
November 14, 2007 - 3:54pm
It's definitely an interesting take. The first part is what I was thinking, and the second part is, I guess, a natural progression of the line of thought. Sounds good.