Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
Why do people take such a big issue with spell banning?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Ashtagon" data-source="post: 6020136" data-attributes="member: 72335"><p>In my campaign, these spells are banned/nerfed:</p><p></p><p></p><ul> <li data-xf-list-type="ul"> <em>Wish </em>and related spells are banned. If you find yourself needing to undo a condition that requires a <em>limited wish </em>or better, its an appeal for direct divine intervention. They aren't on any spell list for mortals to cast.</li> <li data-xf-list-type="ul"> <em>Raise dead </em>and related spells require an appeal for direct divine intervention. They aren't on any spell list for mortals to cast.</li> <li data-xf-list-type="ul"> Teleportation spells take you on a barely-shielded trip through the Far Realms. The longer the trip, the more damaging it is to your mental health. They also have a casting time measured in minutes for the longer-ranged versions (anything longer than <em>dimension door</em>).</li> <li data-xf-list-type="ul"> Divination spells that grant you knowledge through means other than direct observation, such as <em>legend lore </em>(which communicates with an outer being) or <em>comprehend languages </em>(which grants knowledge without perception) are banned. Essentially, the divination school is reduced to those spells that directly enhance your own senses in some way.</li> <li data-xf-list-type="ul"> Any spell that is keyed off alignment is changed, due to my not using alignment in games. "<em>Detect good</em>" essentially becomes "detect allies of my deity", while "<em>detect evil</em>" becomes "detect enemies of my deity".</li> <li data-xf-list-type="ul"> Anything that is effectively a "save or die/suck" has a lesser effect over a period of a few rounds, with a save allowed each round. For example, <em>sleep </em>causes fatigue for one round, then exhausted for one round, then sleep (the exhausted condition expires when the spell's original duration expires). <em>Flesh to stone</em> causes 1d6 Con damage per round, with petrifaction occurring when Con reaches 0.</li> <li data-xf-list-type="ul"> Spells that permanently or "instantaneously" create something from nothing (eg. <em>wall of stone</em>) instead have a duration measured in days or weeks per caster level. Good for an emergency barrier when you need one, but not something you want to be making permanent structures from.</li> <li data-xf-list-type="ul"> All spells that are listed as taking a standard action or move action to cast instead take a full-round action (some exceptions). Spells that were listed as taking one or more full rounds take an additional full round to cast.</li> <li data-xf-list-type="ul"> The <em>swift XYZ </em>line of spells take a standard action to cast.</li> <li data-xf-list-type="ul"> The <em>power word XYX </em>spells take a standard action to cast.</li> <li data-xf-list-type="ul"> The <em>inflict XYX wounds </em>spells take a standard action to cast.</li> <li data-xf-list-type="ul"> The <em>cure XYX wounds </em>spells take a standard action to cast. When used to heal, they always heal at least 10% of the target's maximum hp per spell level, regardless of the die roll.</li> </ul><p></p><p></p><p>So while I haven't specifically named most of the spells affected, players do know what to expect.</p></blockquote><p></p>
[QUOTE="Ashtagon, post: 6020136, member: 72335"] In my campaign, these spells are banned/nerfed: [LIST] [*] [I]Wish [/I]and related spells are banned. If you find yourself needing to undo a condition that requires a [I]limited wish [/I]or better, its an appeal for direct divine intervention. They aren't on any spell list for mortals to cast. [*] [I]Raise dead [/I]and related spells require an appeal for direct divine intervention. They aren't on any spell list for mortals to cast. [*] Teleportation spells take you on a barely-shielded trip through the Far Realms. The longer the trip, the more damaging it is to your mental health. They also have a casting time measured in minutes for the longer-ranged versions (anything longer than [I]dimension door[/I]). [*] Divination spells that grant you knowledge through means other than direct observation, such as [I]legend lore [/I](which communicates with an outer being) or [I]comprehend languages [/I](which grants knowledge without perception) are banned. Essentially, the divination school is reduced to those spells that directly enhance your own senses in some way. [*] Any spell that is keyed off alignment is changed, due to my not using alignment in games. "[I]Detect good[/I]" essentially becomes "detect allies of my deity", while "[I]detect evil[/I]" becomes "detect enemies of my deity". [*] Anything that is effectively a "save or die/suck" has a lesser effect over a period of a few rounds, with a save allowed each round. For example, [I]sleep [/I]causes fatigue for one round, then exhausted for one round, then sleep (the exhausted condition expires when the spell's original duration expires). [I]Flesh to stone[/I] causes 1d6 Con damage per round, with petrifaction occurring when Con reaches 0. [*] Spells that permanently or "instantaneously" create something from nothing (eg. [I]wall of stone[/I]) instead have a duration measured in days or weeks per caster level. Good for an emergency barrier when you need one, but not something you want to be making permanent structures from. [*] All spells that are listed as taking a standard action or move action to cast instead take a full-round action (some exceptions). Spells that were listed as taking one or more full rounds take an additional full round to cast. [*] The [I]swift XYZ [/I]line of spells take a standard action to cast. [*] The [I]power word XYX [/I]spells take a standard action to cast. [*] The [I]inflict XYX wounds [/I]spells take a standard action to cast. [*] The [I]cure XYX wounds [/I]spells take a standard action to cast. When used to heal, they always heal at least 10% of the target's maximum hp per spell level, regardless of the die roll. [/LIST] So while I haven't specifically named most of the spells affected, players do know what to expect. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Why do people take such a big issue with spell banning?
Top