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[ABJURATION] Killing the Sacred Cows
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<blockquote data-quote="FireLance" data-source="post: 3504614" data-attributes="member: 3424"><p>Alarm, Hold Portal, Arcane Lock, Explosive Runes, Fire Trap, Glyph of Warding: I see these more as obstacles for the PCs to overcome instead of spells that they would use very often (barring the occasional "protect this place" adventure). They belong more in a book of challenges (it's unfortunate that D&D separates monsters out into the MM while keeping traps in the DMG instead of having a consolidated book of challenges, but that's another thread) instead of taking up space in the PH.</p><p></p><p>Obscure Object, Nondetection, Mage's Private Sanctum: Again, I think these spells are mostly used against the PCs, to foil their divinations (except during the occasional hide/sneak/disguise scenario), and should be considered obstacles or challenges (and thus, not in the PH). </p><p></p><p>Endure Elements: Really only an issue when PCs adventure in very hot or very cold environments. It belongs more in an environmental supplement, or in the DMG (giving the DM the option to introduce it, or not, as he chooses, before he sends the PCs into such an environment) than in the PH.</p><p></p><p>Protection from Chaos/Evil/Good/Law, Undetectable Alignment, Magic Circle Against Chaos/Evil/Good/Law, Atonement, Dispel Chaos/Evil/Good/Law: This list includes some classic spells, but I'm starting to think that all alignment-based effects should not be in the core rules because of all the arguments they cause. I'd still want them in the core rule<u>book</u>, but perhaps in a separate chapter or an optional appendix so that it will be easier for those who don't like alignment to ignore it.</p><p></p><p>Resistance, Shield: These spells need to scale better, like <em>shield of faith</em>. Of course, <em>resistance</em> will need to be made higher level. (In fact, I think most cantrips should be killed and replaced with at-will or quick-recharge magical effects, but that's another thread again.)</p><p></p><p>Hide from Animals, Hide from Undead, Sanctuary: These function very much like <em>invisibility</em>, and should be folded into that spell (and the Illusion school). </p><p></p><p>Entropic Shield: This could be folded into <em>blur</em> (and the Illusion school).</p><p></p><p>Remove Fear: I'd be in favor of a more generic status-removing spell, like <em>resurgence</em> (Complete Divine, Spell Compendium).</p><p></p><p>Antiplant Shell, Repel Vermin: Can be folded into a generic barrier against creature type spell.</p><p></p><p>Protection from Arrows, Stoneskin: Again, I'd be in favor of a more generic spell to provide different types of DR. A further beef with <em>protection from arrows</em> is that it is somehow able to distinguish between melee and ranged attacks (and only protects against the latter).</p><p></p><p>Dispel Magic, Remove Curse, Break Enchantment: Can be folded into a generic "undo magic" effect.</p><p></p><p>Protection from Energy: Effectively, you get temporary hit points against energy attacks. Not really necessary since <em>resist energy</em> fills the niche of protection against energy damage, and there already are spells that grant temporary hit points (such as <em>false life</em>).</p><p></p><p>Dimensional Anchor, Dismissal: Keep it here or send it away? I'm fine with what the spells do, but in terms of flavor, they sound more like Conjuration to me.</p></blockquote><p></p>
[QUOTE="FireLance, post: 3504614, member: 3424"] Alarm, Hold Portal, Arcane Lock, Explosive Runes, Fire Trap, Glyph of Warding: I see these more as obstacles for the PCs to overcome instead of spells that they would use very often (barring the occasional "protect this place" adventure). They belong more in a book of challenges (it's unfortunate that D&D separates monsters out into the MM while keeping traps in the DMG instead of having a consolidated book of challenges, but that's another thread) instead of taking up space in the PH. Obscure Object, Nondetection, Mage's Private Sanctum: Again, I think these spells are mostly used against the PCs, to foil their divinations (except during the occasional hide/sneak/disguise scenario), and should be considered obstacles or challenges (and thus, not in the PH). Endure Elements: Really only an issue when PCs adventure in very hot or very cold environments. It belongs more in an environmental supplement, or in the DMG (giving the DM the option to introduce it, or not, as he chooses, before he sends the PCs into such an environment) than in the PH. Protection from Chaos/Evil/Good/Law, Undetectable Alignment, Magic Circle Against Chaos/Evil/Good/Law, Atonement, Dispel Chaos/Evil/Good/Law: This list includes some classic spells, but I'm starting to think that all alignment-based effects should not be in the core rules because of all the arguments they cause. I'd still want them in the core rule[U]book[/U], but perhaps in a separate chapter or an optional appendix so that it will be easier for those who don't like alignment to ignore it. Resistance, Shield: These spells need to scale better, like [I]shield of faith[/I]. Of course, [I]resistance[/I] will need to be made higher level. (In fact, I think most cantrips should be killed and replaced with at-will or quick-recharge magical effects, but that's another thread again.) Hide from Animals, Hide from Undead, Sanctuary: These function very much like [I]invisibility[/I], and should be folded into that spell (and the Illusion school). Entropic Shield: This could be folded into [I]blur[/I] (and the Illusion school). Remove Fear: I'd be in favor of a more generic status-removing spell, like [I]resurgence[/I] (Complete Divine, Spell Compendium). Antiplant Shell, Repel Vermin: Can be folded into a generic barrier against creature type spell. Protection from Arrows, Stoneskin: Again, I'd be in favor of a more generic spell to provide different types of DR. A further beef with [I]protection from arrows[/I] is that it is somehow able to distinguish between melee and ranged attacks (and only protects against the latter). Dispel Magic, Remove Curse, Break Enchantment: Can be folded into a generic "undo magic" effect. Protection from Energy: Effectively, you get temporary hit points against energy attacks. Not really necessary since [I]resist energy[/I] fills the niche of protection against energy damage, and there already are spells that grant temporary hit points (such as [I]false life[/I]). Dimensional Anchor, Dismissal: Keep it here or send it away? I'm fine with what the spells do, but in terms of flavor, they sound more like Conjuration to me. [/QUOTE]
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[ABJURATION] Killing the Sacred Cows
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