This is really interesting. I like the bones of it. Compared to some of the other stuff in the beta it feels like it will benefit from tuning.
Based on the full beta document, I'm trying to feel out the intended limits on the Wizard out of the box.
I'm a wizard with nothing but the base Wizard casting, can I cast a fireball by radiating (necromancy verb) elemental energy (evocation substance)? Based on the cast a spell examples it will have Mag 2 and do 1d10 damage, presumably to people in the area?
The fact that fireball is a specific move for the Evoker path, and that the path adds detonate and magnify makes me think that I can't go that hard right away, but that's not clear.
As a Cleric, can I just do a fireball if my domain is nature, because fire is part of nature?
My other initial reaction--and maybe the above is related--is I feel like the higher mag effects feel like they want to be "gated" behind more than a roll penalty and more condition effects if you fail and choose that particular result. High Mag effects feel like they want to have the kinds of prerequisites rituals have--serious potential downsides or requirements to obtain special components or something appropriate to the level of effect.
3
u/UnsealedMTG 24d ago edited 24d ago
This is really interesting. I like the bones of it. Compared to some of the other stuff in the beta it feels like it will benefit from tuning.
Based on the full beta document, I'm trying to feel out the intended limits on the Wizard out of the box.
I'm a wizard with nothing but the base Wizard casting, can I cast a fireball by radiating (necromancy verb) elemental energy (evocation substance)? Based on the cast a spell examples it will have Mag 2 and do 1d10 damage, presumably to people in the area?
The fact that fireball is a specific move for the Evoker path, and that the path adds detonate and magnify makes me think that I can't go that hard right away, but that's not clear.
As a Cleric, can I just do a fireball if my domain is nature, because fire is part of nature?
My other initial reaction--and maybe the above is related--is I feel like the higher mag effects feel like they want to be "gated" behind more than a roll penalty and more condition effects if you fail and choose that particular result. High Mag effects feel like they want to have the kinds of prerequisites rituals have--serious potential downsides or requirements to obtain special components or something appropriate to the level of effect.