[quote=@Gowi] But a game should be cohesive and consistent instead of flippant, don't you agree? If we keep retconning, ignoring, compromising-- what will happen is it will hurt the stability of the game. [/quote] It's five AM here, so I'm literally passing out after this post. I dunno, just woke up and felt hey I'll pop in. Anyways my thoughts on that way of thinking is. We should keep interpretations of the rules as open as possible while still adhering to the nature of them. What I mean is, there can be hundreds of possible fire based spells for example. Those that shot cones, or lob grenades or rain fire. My point is these spells utilize fire and manipulates it. This allows anyone to freely interpret Pyromancy as they like. However if someone tried to say, welp my fire spells also slow time or freeze people on impact just for the lolz, hurhur. That's not Pyromancy, that's something else entirely. But trying to pass a clearly different spell than those previous stated possible that's breaking the rules, ignoring the lore. I'm fine with people mixing magic effects, but it needs to be clearly stated they are, and it can't come without some sort of cost. My whole point is, keep the rules open but stay true to the nature of how the Magical World works. Don't let people resurrect the dead with the wave of a hand and have them totally fit back into society like living people again, and certainly don't let them use absurd magics that have nothing to do with Necromancy.