
I find the concept and style of theurgy great, but I find its execution very lacking. Few of the theurgy spells seem really notable, and the variety is lacking. I can understand if this was to attempt to limit spell bloat from folks expecting things like D&D, but not even a teleport style spell?
I have to ask: why was theurgy designed this way? And why so limited?
The only teleport-style spell in theurgy is Path to the Bright Sanctum, which is intentionally limited in its destination. The minute you start allowing cheap long-distance teleportation, you seriously devalue the Word of Journeying and make life tougher for the GM, who has to be able to handle rapid long-distance scene swaps.
Theurgy is really not intended to be an easy-to-use tool. The spells are intentionally janky and idiosyncratic, requiring theurges to set up situations where their particular toolbox is effective, as opposed to having a wide selection of flexible spells at hand.
Interesting! I understand now, thank you.