Why would they need to write 20 different possible effects?
Just one to three should do it, I'd imagine.
Interesting.It seems like spells in 5e are going to more flexible in relation to their spell rank placement, for example shield as a first level spell will have the normal duration that we know from previous editions but if the wizard will learn it as a second level spell it's duration will become one hour instead of one round.
vs. the classic Knock which opens up to two locks at once, then why not just make it a separate spell?Knock- second level- the spell creat a golden magical key that can be used to open locked doors up to 1d4+1 times, the key will disappear after 3 hours. Spell focus - a key worth 50 GP, the key have a 50% chance of disintegrating if all the spell charges are used.
Is this going to make the spell write-ups too unwieldy? It takes enough space now to describe the effects of most spells, particularly if they (as they should) go into the what-ifs and interactions with other spells/effects. How long will they get if they have to write up in effect several spells at once?
As 2nd level spell: Cast as Swift action, instead of Standard
As 3rd level spell: Cast on up to 6 targets, instead of just 1
While this would be nice, unless spells and effects are made incredibly bland and boring I can't see it happening.Hopefully, we'll get a coherent and well-defined set of rules that makes spell/effect interactions obvious and intuitive, eliminating ad-hoc spell text descriptions for that purpose.
For something simple like this one, no problem (assuming things like swift and standard actions are still in). But the other example, where someone is taking Knock and turning the higher-level version into almost a different spell, can't be summed up in just a few words.dkyle said:I don't think it would be too unwieldy to have lines at the end of spell descriptions like:
As 2nd level spell: Cast as Swift action, instead of Standard
As 3rd level spell: Cast on up to 6 targets, instead of just 1
I mean, let's take what should be a simple example: how do Light and Darkness spells interact with each other; then how do both interact with Continual Light, Continual Darkness, and, for 3e fans, Deeper Darkness*; Everburning Torches, and whatever other light and darkness spells and effects are out there? Each of these spells needs to have noted how it interacts with the others, even if it is just that they simply negate or trump each other as appropriate.
If two overlapping zones produce directly opposite effects, the higher level one supersedes the other. If equal level, they cancel out, and neither of the opposing effects operate in the overlapping area.