So I've prepared this little speech for everybody concerning my Mundane spells, I think it's far from unreasonable; we just have to suffer through this once, go through a short list of compromises, and I'll drop the subject forever if it is so desired. I know the forum isn't the place for character development but I also added a closing argument that I think makes this relevant for anyone using this system
https://docs.google.com/spreadsheet/ccc ... Pa3c#gid=9, especially our roster.
1. My first Mundane puts TK edges on things, and can pin things together with questionable integrity. So it could in theory make a blunt weapon cut things, or keep a pin in a grenade. Really more descriptive of my character's family than him, I created it purely for utilitarian purposes. This was approved.
2. My second one detects relevant info. It requires two rolls, magic/PER, works at a limited range/time, and just open a thing then highlights a stuff (TK/Light); with the exception of how it worked on Ponies, which I'll cover in a sec even though this was never brought into question. This spell was not approved because it was, to paraphrase: uninteresting, broken, and too broad.
a) Unlike the first one, this spell is actually very definitive of my character, so this whole matter is a bit insulting and has obviously (looks up, looks down) made a bit defensive. Especially when I worked so hard on something that works like a temp quest marker.
b) If somebody believes that this spell is broke, I seriously believe that they don't understand it; I don't know what they might think it can do, but here's what it CAN'T do: Open things with locks, conjure any info, show me anything that is not presently in my line of sight, or literally anything anyone couldn't do with TK and Light during a search.
c) The idea that this spell is too broad, or does too many things, I could kinda see with how it worked on Ponies; it made their tongues slip (I couldn't think of anything at the time). This was never even mentioned by anyone but me, but I rebalanced it anyway so it just highlights a Pony who knows something. With that change, the spell does one or two things (just like my first Mundane), it's just that a book is different from drawer is different from picture frame; so opening and highlighting may vary.
Now some compromises. I mentioned some of these before but all I got in response was, to paraphrase: Change it. Which isn't a compromise at all. I mean c'mon man, work with me here.
1. Limited times per session: Once, twice, forty-two times?
2. Committed Action: Edge is completely in his own world while casting, and hence defenseless.
3. Just Highlights: No TK involved. It doesn't really change the outcome, it's just less convenient.
4. Drawback: If one roll succeeds and the other fails, Edge gets led towards something irrelevant.
5. Drawback: Crit fails lead Edge to something outright dangerous.
6. Unique Cost: Edge likes smashing things, when he does he gets a Macho Point. Mundanes require an MP in addition to strain. /OR/ Mundanes are limited in Potency and Versatility based on Edge's current amount of MP, not to exceed his max, which are not consumable but can be lost due to wimpyness (Like failing to break something, or being witnessed shedding tears).
My character aside, I think Mundane spells need much more attention. When I read the briefing about this campaign, it was mentioned that the entire purpose of this game was to try out this magic system. So, naturally, I focused on the experimental aspects of this magic system; but then I realized I was the only one with any Mundane spells at all. This is obviously the area of most interest; Mundane spells offer a whole new aspect to magic and, better yet, a styled one. Mundanes add innovation, fluidity, and quirkiness to each Unicorn's magic; they just need some fine tuning. Take my character as an example that we need to fiddle with this, all of us, if it's going to go anywhere. On that note, I hope that by Thursday everyone has at least one Mundane.