I'm writing this up so we can start to think about what we'd like to see changed in the gift system.
The number one thing I'd like to get clarified is: what is the permissible scope of magical effects? If you look at the ARC terms, each has more or less one effect mentioned per command. Is this supposed to be a restrictive set, or just examples of what is possible? If the former, this means that the might of Pathi's magic can be basically boiled down to 5 spells per element, which to me does not align with the theme of Pathi, which is "High Magic". Now, in literature there are certainly fantasy worlds where wizards are not prone to using it, Middle-Earth and Earthsea being examples. But I think with respect to this game, I think a more active wizardry is probably in order.
So, along the lines of this, if we keep the commands and terms design, I would propose that the commands give the basic flavor of what they do, e.g., control lets you move/fling the element, change lets you alter it form, within limits of the element (e.g., rock to sand or dirt, water to fog or ice(?)). The terms should then only document the per-command customizations (e.g., the alternate forms, creation limits, etc.).
But this flexibility also has issues, the main being, what are the limits of this color? When it comes to attacking someone or something, most probably wouldn't care what the color is, whether it's a fireball, flung rocks, a jet of water, etc. People expect this to be potentially damaging, and the form only dictates consequences. But often, magic is used for color, for example, I make ice cubes for my drink. Most wouldn't care about these. But then, what happens when color becomes a story effect? E.g., we need to cross a river or lake, and I postulate that since I can freeze water, I can make a path. I can legitimately see why this can be a problem, from being too convenient to being story-breaking.
In the end, this MUSH is about stories, IMHO. And we as players need to be cooperative with the storyteller (ST) and/or each other, even if it's an IC-adversarial situation. So, no power should just be allowed to "break" a plot—they can't take the time to cover all possible ins and outs as a ST, so while they should be flexible, so should we as players in the story also be flexible. Thus, my proposal is that we should use focus-invested power-tokens in conjunction with ST approval to use magic in a plot-affecting way. In the example I just gave, perhaps the ST might negotiate that it will take a little time to build that path magically, and during that time, the other players will have to fight to protect me. That allows the other players time to shine as well as me. By making this require a focus-invested token, I am given a "cost" so that I can only invoke such plot-effecting magic once in a while. And BTW, the ST is under no obligation to allow it, and it is up to them whether they think it rises to the level of needing a focus token at all.
In game terms, this means that the term gifts would be something like "token-3 power-token".
Next, I would like to mention that being an "adept" at Arcanis seems very point-intensive. Even "casual use" seems expensive, and maybe from a point of view of value, even more so. WHat I mean is this: to cast a single spell takes a minimum of 20 pts: BLD-PA (5), ARC-CT (5), ARC-commmand (5), ARC-term (5). AND if I want to actually attack someone with it, add in ARC-BM (5). If I want to have a bonus attacking, add ARC-BA (5). So that's 25-30 pts for a basic attack. Someone with a sword could do the same for 0-5 pts. In contrast, someone who is just attacking with fire could, I think, do it for 10-15: FIR-FR (5), FIR-WR (5), plus optionally FIR-WM (5).
I would propose to prune this tree a little. BLD-PA should grant ARC-CT so you need to only buy one. And ARC-BM should just go away, because you should be able to use spells for attack just like any other gift (I think it's uncommon to have a gift require another gift for attack purposes).
Next, there are not a lot of gifts with a bonus in ARC. The only one in the tree is ARC-BA. Now, I am not sure how many bonuses the "average character" has, but I only somehwat recently (talking in play time, since it really happened quite a while ago in real time) got MAG-SB, which is only applicable to magical duels. But regardless, IIRC, I was once presented with a +compare with someone who had 5 gifts with bonuses, one even at a-2 (BLK-SC), of which we don't have an equivalent. I'm being somewhat reticent to proposing more bonus gifts, but rather suggesting that balance of available bonus gifts should be evaluated. I might suggest that ARC-EM and/or ARC-SM could be given bonuses, and maybe even have the mastery gifts have an a-2 bonus.
If I totaled it up correctly, I have 100 pts in ARC gifts. Add in blood, MAG-SB, and the WAR magic gifts, and I have 125 points allocated, with seems pretty expensive. Again, I'm not sure what the average character has, so I'll just say that and we can compare :) Perhaps ARC-EM and ARC-SM could be 0 pts with the prereq that you need all the elements/commands, but not sure, especially if they are given bonuses.
In terms of new gifts, I would like to propose one where using a magical focus, e.g., the iconic wizard's staff, would give a bonus. The way I use mine, the crystal in the head glows when I cast a spell, so it makes it even more obvious from further away that I am doing so….
Lastly, we were talking on the org a fair amount about investigation skill gifts. I believe it's the case that the quality of "supernatural senses" were limited due to the fact that this also generally breaks plots, from experience in other games. On the other hand, without such things, it becomes difficult to act as an expert at analyzing items or other bespelled things or people. Most of the gifts limit you to just knowing the type of power involved (magic, pattern, etc.). So, it is difficult to progress further without the ST making the explicit decision that ones general background and knowledge is good enough to get detailed information, despite the lack of a gift. My position is that I would prefer to have gifts say that this is OK, but like the comment above, I think such gifts should never break a plot—they are pure ST plot devices to divulge secrets for the players to act on. Otherwise, we have the situation where the players might be uncomfortable asking the ST for more detailed info, and the ST wondering if they should really do it. The result is more inconsistency than I prefer.
I don't think any new gifts are absolutely necessary here. Just changed descriptions for the magic sense and MAG-AM gift would be needed.
So, thoughts? I left out bits from our org discussion about artificing. I'll let those who have a stronger view on it speak if they wish. Also, I am a straight wizard of Brass, so I can't claim any insight to any who are Custos or Alchemists. So please chime in if you wish.