marycatelli (marycatelli) wrote,

limited spell sets and characterization

There's one Gamelit advantage to your classic four-player-character party -- fighter, rogue, cleric, wizard -- namely that the cleric and wizard automatically have different spell sets.  Not only for the plot device purposes. . . .

Casting a spell is an expression of character.  Less so than for the sorcerer, since the magic is more distant for the cleric and the wizard, both of whom could cast a spell repugnant to their very nature at need -- if their characters were properly delineated to give them the strength of will to do so.  But their choices should reflect their characters.  Starting with their domains.  But literally, a cleric with the domain of liberation can freely cast "hold person" and one with light can cast darkness. . . just as a wizard who specializes in enchantments can load up with abjuration spells, and vice versa.

Some might be interesting, but it would certainly take up a lot of the story precisely because it's not something that can be dealt with both well and briefly. BUT -- a limited spell list does limit how much you can vary them.
Tags: characterization, plot devices, role-playing games, world-building: magic (technique)

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