Spell #14 Excursion
Magic User Level 1
Duration- 1 turn
Range- 1 mile radius
Excursion- The referee informs caster of sidequests within a mile radius.
So
what is this spell good for? Inducing action, dropping plot hooks and new directions, using sidequest and peripheral locations, getting a party geared up to go somewhere they normally might not have gone. This means the GM must have quests prepared, or something to create them fast, and this spell could quickly lead to the players just casting it after every sidequest, but of course, there might just not be one in a mile radius. In a city or populated space, there should always be one of course, and sidequest must be carefully defined by the referee. Some groups might make a fetch quest take months, and other groups can clear a dungeon in three sessions, it is all about having some idea of what your players can handle as a sidequest.
Sidequest.
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