Magic and Spellfire Wisps - Mechanics vs Setting

Beekeeper

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Apr 22, 2024
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Creating this thread as a follow up to a discord discussion about the dissonance between the mechanical utility of magic and its portrayal in the setting, especially including the IC treatment of wisps.

From what I've understood from the discussion, the predominant opinion on the subject is that magic is a staple of adventuring, few if any people will ever have any considerations as to what using magic entails except the immediate benefits it gives, and the regard for the setting and the world's attitudes amounts to avoiding spellcasting in front of the NPC's. On the opposite is the tiny minority of anti-magic extremists who are facing scrutiny and often find themselves excluded because of their views. The only mechanical consequence of using magic are the spellfire wisps that have a chance to manifest and deal area debuffs or damage. According to some, the presence of this threat is negligible, is often completely dismissed/ignored and does not constitute a valid in game reason to fear or distrust magic.

What can be changed in this regard? Should the effects of the wisps become stronger, should they become indestructible, should they appear more often? Should there be other forms of 'failing' to cast a spell besides arcane spell failure as is? Should the 'failed' spells, for example, strengthen the enemy instead of damaging him, or cause debuffs instead of healing someone? Should the mechanics behind these side-effects, both the hypothetical failures and the spellfire wisps, be known or obfuscated for mystery and IG research?
 
At the very least, the strength and/or number of wisps spawned should scale with the level of spell used. A wisp spawned by a cantrip can be killed by a cantrip, but a wisp spawned by a level 3 spell should be worrying.
 
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I would like wisps to scale with the spell level and to become stronger, so they aren't a non-issue anymore. Make them counterable only by a spell one level higher than what caused them.

On the other hand I believe this would require some rebalancing to not only make a few useless spells viable, but to make magic slightly stronger overall, and give it a high-risk/high-reward feeling (currently, it rather is low-risk/medium-reward).
This could nicely reinforce the setting while not being overly frustrating and punishing to mages, in my opinion.