Magic in D&D: it’s a topic that’s sparked more debates at the table than I care to count. We’ve all been there—arguing about how a spell should work, getting bogged down in the minutiae of its mechanics, or just wishing it was more… intuitive. Rules as written are one thing, but what about rules as they should be?

That’s where Spellcraft Sessions comes into play.

This new segment on Pen & Paper Tavern is all about dissecting those spells that have us scratching our heads or, let’s be honest, throwing our Player’s Handbooks across the room. We’ll delve into what makes these spells tick, pinpoint where they fall short, and brainstorm ways to streamline them without turning our games into a convoluted mess.

Because here’s the thing: I’m not interested in getting lost in the weeds of arcane jargon. I want my games to flow. I want clarity without sacrificing depth. And I’m willing to bet many of you do too.

So, as we embark on this journey of magical refinement, I invite you to join the conversation. Let’s challenge the status quo, question the sacred cows, and maybe—just maybe—craft some spells that make sense.

Our first target? The ever-controversial Counterspell. But more on that later.

Until then, have fun and roll some dice!