00:53 ๐ก Addressing overpowered characters in D&D: The Dungeon Master holds the authority to modify or disallow certain overpowered spells or abilities in the game to maintain balance within the party.
01:22 ๐ Spells in D&D: Encourage mystery and variability by allowing players to know spell names but not their descriptions, emphasizing that actual understanding comes from casting the spell. Each spell might vary in damage, range, and effects.
02:46 ๐งโโ๏ธ Spell access control: Limiting spell availability, akin to a valuable commodity, could be regulated by a non-player character master wizard who monitors and grants spells based on character behavior.
03:55 ๐ซ Magical colleges: Implementing institutions or colleges for spellcasting, requiring quests, tuition fees, and alignment-based access control to maintain and control the dissemination of powerful magic.
05:19 ๐ฒ Introducing spell checks: Similar to skill checks, spellcasting in D&D involves rolling a 20-sided die to determine success or failure, adding an element of chance to spell outcomes.
08:24 โ๏ธ Unlimited spellcasting: The concept of no spell slots in D&D; wizards can cast spells endlessly, but with the risk of catastrophic failures or self-harm if a critical failure occurs.
09:19 ๐งจ Managing wizard power: Encouraging caution and responsibility in casting spells by highlighting potential dangers or consequences, ensuring wizards don't become overly powerful or reckless.
10:27 ๐ง Corruption points: Accumulating points from failed spellcasting can lead to mutations or corruptions, adding a self-imposed limit on wizards and preventing unchecked power growth.
12:05 ๐ Initiative and spellcasting: Declaration of spells before combat rounds, damage affecting the difficulty rating, and simultaneous spell casting depending on the situation or separation between the wizard and the target.