Encouraging Magic

daxos232

Mongoose
One more post. I've noticed my players don't use magic too often. I've got 3-4 players usually, 1 thief, 1 sorcerer/warrior, and 2 warrior types. No ones a dedicated user of magic but my friend who plays the sorcerer always talks about being a "great and powerful necromancer" and such but he rarely casts any spells. The others have plenty of useful Common Magic that they never think of using. I wanted to know if it's just my group or maybe I'm not encouraging them to use it often.

Does your group use magic often? Which spells? What clever ideas do they use for it?
 
First of all, check out the other posts on Common Magic and the like, to give your characters ideas about Common Magic spells that they could learn.

Second, they may actually prefer to solve their own problems instead of having a spell solve every little problem for them. This may actually work out better for the characters, if they don't particularly fancy lots of magic in their game; they could develop some heroic abilities instead of spells.

Unless you as Game Master actually throw magical challenges at them, they'll continue to do things non-magically. If a character has some sort of spirit warding spell like Spirit Bane, have them face spirits; if they have Push/Pull, have them face a puzzle that only Push/Pull can solve, such as the puzzle below.

The characters encounter a door, sealed shut, immobile and featureless except for an aperture in the wall on the left, slightly smaller than the size of a human head. An arm could fit through, but not a head. Beyond the aperture they see an empty space and a stone panel at the back, far out of reach. Only Push/Pull can move the panel, pulling it forwards towards the character, moving the piston connected to the panel and opening the door. The builder of this fiendish puzzle door had invented Push/Pull, and built this doorway specifically to ensure nobody would ever completely forget it. They would have to learn it to pass through the doorway; this knowledge would save their life, and ignorance would doom them to extinction.
 
You make several good points Greene. I will have to talk with my players about it and see what their view is. That scenario is a great idea too, thanks.
 
Maybe they are scared of squandering what Magic Points they have. Give them some MP storage magical items, just enough so they can cast a few spells without reducing their own MPs.

Provide some NPC opponents who use magic against them and let them see how effective it is. An opponent with good Bladesharp and Protection is a good start, especially if you make it obvious that they are using magic. A magician who can befuddle/demoralise almost a whole party is a good example of why they should use magic.

Give them opponents where the PCs have to use magic to kill them. Werewolves are a good example. Before the werewolf kills the whole party, have them saved by a known, friendly magic-using NPC. OK, it's an old trick but it will show them how useful magic is.
 
soltakss said:
Give them opponents where the PCs have to use magic to kill them. Werewolves are a good example. Before the werewolf kills the whole party, have them saved by a known, friendly magic-using NPC. OK, it's an old trick but it will show them how useful magic is.
Werewolves are a bit too powerful. Plus, if they get in a few good, solid bites and claw attacks the players will be scared beyond the capacity for rational thought at the idea of their characters turning into more werewolves themselves.

Choose minion monsters relating to the NPC bad guy - spirits summoned by the bad guy that have been sent to possess innocent villagers would be sterling, as an example, because the characters might be bound to keep them alive, so no weapons. Besides, it would not be sporting to use swords against mad berserkers fighting unarned.
 
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