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In many tabletop Roleplaying games (D&D, Pathfinder, Dungeonworld, etc.) magic doesn’t always have the mystique it deserves. The magic systems are designed to work but not designed to add to the amazing story you are telling. This is mostly because there are only a certain number of spells, and experienced players can recognize them instantly. One could say, once you have seen one magic missile, they have seen them all. Or when they know what one Enchanter could do, they know what all Enchanters could do. Wielders of the Mighty Arcane cease to be men of mystery and become instead merely different levels of pointy hat artillery. Of course, This issue is even worse at lower levels, where there are fewer options. Players will not respect such NPC unless GMs can recreate a sense of mystery and drama.

This is one of the issues MAGIC DESCRIPTION CARDS solves.

STRETCH GOAL ANNOUNCEMENTS BELOW: Plus you gotta listen to these great audio clips by the voice on Czath! so cool!

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