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General Tabletop Discussion
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'Combo' Spells to increase action economy, bypass cocentration
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<blockquote data-quote="jgsugden" data-source="post: 7295528" data-attributes="member: 2629"><p>Having one 'concentration slot' is something that a lot of people struggle with in this edition. It places an important limit on PCs that keeps spellcasters balanced with other classes, but the limit doesn't sit well with a lot of players that remember 3.5 characters that often had 15 spells cast at once. </p><p></p><p>One idea I've been experimenting with is to take some of the classic 'combinations' and placing their benefits into a single spell. For example, creating a 6th level spell that combines the benefits of fly and improved invisibility into a single spell that takes 1 round to cast, lasts 1 round per level (concentration) and can only target the caster.</p><p></p><p>This also provides action economy by having multiple spell impacts originate with one casting in one round. </p><p></p><p>This isn't actually without precedent. All of the spells that add one target per spell level used to cast the spell do something similar - the combined spells are just multiple castings of the same spell. Also, we see spells that combine illusions with teleportation, damage with blocking line of sight, etc... that are also effectively two spells cast at once. I've been using one spell to cast multiple spells since first edition. My first created spell in AD&D was called Ar-mage-ddon and it allowed the magic-user to cast 4 fireballs, 3 magic missile spells, 2 lightning bolts and a cone of cold all at once. That was not well balanced, but it was fun. </p><p></p><p>What classic combinations of spells (especially those impacted by concentration rules) do people miss seeing in the game that they think could be well served by this approach?</p></blockquote><p></p>
[QUOTE="jgsugden, post: 7295528, member: 2629"] Having one 'concentration slot' is something that a lot of people struggle with in this edition. It places an important limit on PCs that keeps spellcasters balanced with other classes, but the limit doesn't sit well with a lot of players that remember 3.5 characters that often had 15 spells cast at once. One idea I've been experimenting with is to take some of the classic 'combinations' and placing their benefits into a single spell. For example, creating a 6th level spell that combines the benefits of fly and improved invisibility into a single spell that takes 1 round to cast, lasts 1 round per level (concentration) and can only target the caster. This also provides action economy by having multiple spell impacts originate with one casting in one round. This isn't actually without precedent. All of the spells that add one target per spell level used to cast the spell do something similar - the combined spells are just multiple castings of the same spell. Also, we see spells that combine illusions with teleportation, damage with blocking line of sight, etc... that are also effectively two spells cast at once. I've been using one spell to cast multiple spells since first edition. My first created spell in AD&D was called Ar-mage-ddon and it allowed the magic-user to cast 4 fireballs, 3 magic missile spells, 2 lightning bolts and a cone of cold all at once. That was not well balanced, but it was fun. What classic combinations of spells (especially those impacted by concentration rules) do people miss seeing in the game that they think could be well served by this approach? [/QUOTE]
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'Combo' Spells to increase action economy, bypass cocentration
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