This is the beginning of a series of posts that addresses what I like to call, "No-Fun Magic". To me, "No-Fun Magic" are spells and abilities that don't necessarily add anything to the game, interact in any meaningful way, and whose purpose is solely to skip a part of the game or act as a specific answer to another magic spell. Although this can be applied to any game where these spells exists, this series is a direct response to my time spent playing Dungeons & Dragons 5e, so take that as you will.
First up on the chopping block is the 3rd level Abjuration spell Dispel Magic. I like it because it's a classic, both in D&D and fantasy fiction in general. Wizards cast spells and sometimes those are bad spells. Other wizards then casts spells to undo those bad things. Or vice versa, good and bad are just words. Whatever. What I don't like about it (at least, in D&D 5e) is how boring it is. If there's a magical barrier or trap, then as long as you have this spell there's no lateral thinking, or creative solutions, no learning. You push the button, cast the spell, and *poof*, magic is gone. You get to skip this part of the adventure. That'll be one spell slot please.
Here's a table to help spice things up, and two ways to use it.
Option 1
The primary effect of Dispel Magic still happens, but you also roll on the table to see what else happens. If the result doesn't make sense, discard it and move on.
Option 2
The primary effect of Dispel Magic is replaced by the result you rolled on the table. I like this option way more, personally.
Dispel Magic Table
1. Your spell fizzles. Nothing happens. You failed.
2. Roll 1d100. If your result is below the spell's spell level, a rift is violently ripped open, sucking everything within 10 feet into it.
3. You messed up! The spell explodes dealing 1d8 Force damage within 30 feet, plus 1d8 Force damage per spell level.
4. Magic overload! Roll once for Wild Magic.
5. The original spellcaster is notified of the dispelling.
6. You learn the class of the caster, type of magic, level of the spell, and how long ago it was cast.
7. For a number of minutes equal to the spell's level, you know the direction of the spellcaster.
8. You receive a vision of the spellcaster as they were casting the spell.
9. A number of flumphs equal to the spell's level appears at the location of the spell.
10. Nothing happens.
11. Honey I Shrunk the Spell! The spell goes off or continues as normal, but any number of targets, and it's damage is reduce to 1. It's effective size or range is reduced to 1 foot.
12. The spell is effectively disabled for a number of minutes equal to your level, and then resumes.
13. The spell is effectively disabled for a number of hours equal to your level, and then resumes.
14. You move the spell's location on to an object no bigger than a house cat.
15. You can move the spell to another location you can see within 30 feet.
16. A rare and magical gemstone equal to 100 times the spell's level appears in your hand.
17. If you have required materials for scribing, and the components for the spell, you can store it into a spell scroll or equivalent.
18. You absorb its energy. Regain a spell slot of an equal level or higher.
19. You steal the spell for yourself. You can cast the spell once within 24 hours.
20. Pick a result from this table.
That looks like an amazing plan. Would definitely incorporate that into my games.
ReplyDeleteI can see how the default spell is pretty boring. I think you really only need to present option 2 because option 1 creates potentially useless table results.
ReplyDeleteThis reminds me of how you roll for results on the Confusion spell or Blink spell. There is a percentage of effectiveness, but this table adds some fun to it.
I completely forgot about those specific spells that have their own tables or random chance effects.
DeleteOne idea I mused with is that you need to know a specific spell to undo that spell. IT doesn't make the lack of problem solving go away, but it does reduce the frequency and up the flavour.
ReplyDeleteI love that idea! I've been trying to brainstorm a way to utilize spell schools, specific spell descriptions, damage types, etc. etc. to try and come up with something that isn't as convoluted as going through each spell and making a list of spells that would work.
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