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I need something to do in my free time, and I've decided that I will start converting some classic AD&D spells straight from the 1e PHB into 4e. The kicker is, I don't really know which spells constitute "classic" as I've not been a part of the d&d community for very long.
So I beseech help from the community. What are the spells you love that have not already appeared in 4e as powers/rituals?
Some I already plan to do are:
summon monster line
planar ally/binding line
gate
create undead
animate object
When I actually get around to writing them up, I'll make a thread in the 4e homebrew section.
I need something to do in my free time, and I've decided that I will start converting some classic AD&D spells straight from the 1e PHB into 4e. The kicker is, I don't really know which spells constitute "classic" as I've not been a part of the d&d community for very long.
So I beseech help from the community. What are the spells you love that have not already appeared in 4e as powers/rituals?
Some I already plan to do are:
summon monster line
planar ally/binding line
gate
create undead
animate object
When I actually get around to writing them up, I'll make a thread in the 4e homebrew section.
...And incidentally, your name is "munkeywrench", as in "My expectations may throw a 'munkeywrench' into my own plans." Hmm...
I can't help but notice the common theme of all the spells you mentioned: they're all basically spells that conjure or create a creature or creatures to fight for you. (Sure you only ever used Planar Ally for advice. Sure you did. ) And, as you've obviously noticed, these types of effects are currently AWOL in 4E.
[EDIT: I realized after posting that at no point did you ask for advice or help with regards to creating these powers; you were looking for suggestions of what, rather than how. Oops, too late. Enjoy!]
My advice is to start with the easiest spell, Summon Monster, and the simplest mechanic to copy, 4E's Bag of Tricks (from Adventurer's Vault). From there, consider copying some of the conjuration effect mechanics from the Player's Handbook to create the remaining spells, since they will likely all be conjurations. For those spells which had multiple uses/purposes/effects in previous editions, (Gate for example), I recommend creating a separate power for each effect. (Most of the "ritual"-type effects are already covered in the PH.)
I hope that gives you a handy place to begin!
Finally: you're pretty new to these boards, apparently. Welcome, munkeywrench!
How about some handy out of combat (non-ritual) spells...like Transmute Rock to Mud. (You know, the spell that came in handy in previous editions when the party had to flee and wanted to slow down the pursuers by turning the staircase into mush )
I miss Baleful Polymorph. Of course, it would be basically the same as a Stun, and would have to be (save ends). But still, I want to turn bad guys into bunnies, dammit!
Heh, maybe a permanent ritual?
Wall of Force was covered in the Dragon Rituals article. Called Arcane Barrier there.
How about some handy out of combat (non-ritual) spells...like Transmute Rock to Mud. (You know, the spell that came in handy in previous editions when the party had to flee and wanted to slow down the pursuers by turning the staircase into mush )
Makes a pretty good offensive spell too; when underground, just cast it on the ceiling above the enemy's head.....
I think that summoning spells should be very short rituals 2 or 3 combat rounds at most with concentration (endurance checks) if hte caster takes damage. As spells they could quickly skew a fight and would be difficult to balance.
Or at least the scroll version should be doable in battle. More incentive to do rituals and it allows stuff like you would see on shows like Buffy or Charmed.
There's several different forms summoning could take:
A) Lasts the whole battle, approx. strength of caster, takes standard actions to control.
B) Lasts the whole battle, fairly weak, takes minor actions.
C) Lasts a couple rounds, approx. strength of caster, no control actions needed.
D) Lasts a couple rounds, stronger than caster, standard actions to control.
This is as daily powers - you could also have A & B as encounter powers that last only a couple rounds.
I guess you could also have "Lasts whole battle, really weak, no actions to control", but that seems like a waste of time.
Planar Binding, Gate, and Create Undead are probably rituals.
Last edited by IceFractal; 21st October 2008 at 11:40 AM..
And back on the original topic, things that would be good to have:
* Open-ended Illusions. The 4E trend is to simple single-purpose powers, but it's a trend that needs bucking sometimes.
* Spells with permanent effects. I'm not talking huge stuff here, just things like a stone wall or pit that stay there.
There's a ton of spells i'm really missing from 4e, but i'm afraid that their wanton inclusion is going to buck the system too much without careful, careful consideration of how they should interact with the rest of the game.
I'm all for spells that change the environment in either temporary or permanent ways, and spells that summon allies.