Princess Cadance: Are you *disagreeing* with me?!
Pinkie Pie: Fight! Fight! Fight! ^*Kiss! Kiss! Kiss!*^
Shining Armor: I guess I am! Gyuh– Ahhhhgh...!
Fluttershy: Are you okay?
Applejack: Uh... y'all need an aspirin?
DM: A gentle reminder that Shining Armor has been having fatigue headaches in-character.
Princess Cadance: Oh *dear*... Are you getting another one of your headaches?
DM: Twilight, you see Cadenza's horn light up with green magic.
Princess Cadance: <roll>
Shining Armor: <roll>
Princess Cadance: I succeed.
DM: Noted.
Twilight Sparkle: Er... green? Any chance it's a healing kind of green?
DM: Sort of? It's a little bit off. Kind of an acid color. As Shining Armor hunches over from the pain, Cadenza fires a beam at his face. That green glow surrounds his head. His eyes glaze over and his motions slow down.
Twilight Sparkle: Should I, uh... ^roll... Arcana...?^
Rainbow Dash: Do you even need to?
Rarity: Healing wouldn't call for an opposed check...
Princess Cadance: Feeling *better*?
Shining Armor: ... Mm-hmm...
Twilight Sparkle: I'm just gonna... go...
Don't have much to say today. It's plot, and at time of uploading I'm working without air conditioning.
(Thankfully at time of publication the A/C has been repaired. And I did get some site work done. It only took nine years, but... You know that Title field in the comment submission window that never, ever got used in this layout? Well, your posted comment now displays the Title you put in! Retroactively for every past comment, too!)
Retroactively? Egads, maybe all those sarcastic entries in the title line were not a good thing way back when. XD
Alright, so! As a GM one job that is super important is being able to communicate clues with context. To paraphrase a character from the old CSI tv show, "A clue without context, isn't a clue."
One way to do this is use consistent color coding for magical effects that tell the players to pay attention; "Sickly green", "Oily black", "Sinister yellow", and "Blood red" convey a decent adjective with the color that denotes something negative about what the player sees. This works well in a pony campaign as the show has been pretty consistent to show that spellcasters tend to each have a signature color aura of the magic, as well as artifacts (like the later season episode where Rarity is possessed by a book and her own aura turns a bright green instead of the usual light blue).
Understandably it can lead to players drawing conclusions early with later clues. If you are using an acid green for an evil changeling, later on when they see the color they might immediately think "oh, this is from that evil changeling." But that's okay! It tells you that the players were paying attention to your mystery. Believe me, this is better than players getting blindly lost in your adventure and losing interest.
In my campaigns, magic has three major colors. Yellow/gold for divine magic, blue/cyan/light blue for arcane, and a deep sickly purple for eldritch (demon) magic. My players have been able to pick up on these facts and I no longer need to mention what the colors mean. I can simply say "you can see a deep purple aura around you" and my players immediately go "Oh boy, eldritch magic..." It's quite fun to play around with the idea that magic has colors.
At the same time, I don't settle with just the typical "schools of magic". When a wizard uses evocation, part of what that wizard is shows in that magic. Is it evocation magic cast by a necromancer? It's evocation with a hint of necromancy magic. Is it a divination wizard casting an illusion spell? There's a bit of divination magic in the illusion. Gives the players fun little extra hints to what is going on. I've actually found them more interested in what is going on when it's "evocation with a hint of necromancy" because it's powerful evocation magic cast by a ghost, and they strive to find what form of undead or undead-powered enemy is casting such a spell.
That reminds me of the I.M.E. from Goblins. I've been wanting to incorporate that into my own campaigns, but all my spellcasters are... boring, when I ask them to describe their magic.
I can't even remember the last time that I as a player ever got asked to describe my spells. Most players in turn just take that request for spell appearances and stare at me as if I asked them to do differential equations.
Sometimes I get that same face when I ask for their backstory too, but that's a completely different issue.
I'm fairly certain the appropriate face to make if your DM started asking for differential equations would fall somewhere between "outrage" and "the Hulk stepping on a lego".
Cadance's magic was a major tell in the show, for anyone paying really close attention. With only one exception that I can think of, pony magic is the same color as the eyes for ponies with eye colors other than blue. Cadance has purple eyes, so we would know without ever having seen her before that her magic should be purple.
I don't post super often, but when I do it's usually to say I'm so glad you keep updating and I eagerly await the next upload! I'm loving how this story is playing out!
When have you needed an opposed check for healing?
For example, a warrior mid-duel who viewed healing as dishonorable (and perhaps there was a disagreement as to whether the duel was still going on or the warrior had been defeated already), or someone who would rather die than be captured.
I forget if there were actual rolls involved, but one character I had has an evil healing gauntlet.
Touching it gave 500% healing. This would heal you to full, but in the process you would explode and reform five times, and feel it. ...She wore a glove between her and the gauntlet so this effect did not happen to her, and used it to torture people.
...Her other gauntlet was one of the Regalia of Evil in that world, to give an idea of what kind of party we were. ...And she had been forced to wear the regalia, turning her from a LG 'hates causing others pain' monk into a twisted and evil version of her former self. I used that gauntlet SO much for torture. Sometimes of party members!
I used to play in a system where there were two degrees of 'Magic Resistance' as a trait. The first gave a small bonus, and could be 'switched off' at will. The other one basically doubled your regular will save, but you had to make a resist attempt against ANY magic...
Including "Let's put that blood back in you where it belongs" spells.
It's a bit of a case of metagaming, though. Twilight doesn't necessarily know it was an opposed check, unless there was supposed to be some cue that Shining Armor was initially trying to fight whatever it was.
And with those two essentially acting as co-DMs, I wouldn't put it past them to make opposed checks even if it WAS healing or something like that. Just roll unnecessary dice and pretend.
(Thankfully at time of publication the A/C has been repaired. And I did get some site work done. It only took nine years, but... You know that Title field in the comment submission window that never, ever got used in this layout? Well, your posted comment now displays the Title you put in! Retroactively for every past comment, too!)