DND_Reborn
The High Aldwin
UPDATE: Added 1st Level spells to OP.
Yes, 4e formalized Source and Role, even though they'd both been implied in the game - arguably since the beginning.Um... 4E?
And, also, every class is samey. Because logic doesn't apply.(where every class is unique irrespective of source).
First impressions:UPDATE: Added 1st Level spells to OP.
First impressions:
Charm Person has always been a Wizard (and, occasionally, Druid) spell.
Why Cleric?
Agathys is a layer of Carceri, so Cleric; Hadar is a star, so Warlock?DISCUSSION POINTS: These spells need a home.
Armor of Agathys (Druid*/Cleric*)
Warlock spell. Gives temp hp, causes 5 cold damage when hit by melee attack.
Arms of Hadar (Wizard*/Cleric*)
Warlock spell. Does necro damage and maybe no reactions by targets.
Long-time wizard spell.Cause Fear (Wizard*/Druid*)
Druid (thus ranger) already gets Longstrider.Expeditious Retreat (Wizard*/Druid*)
Always been a wizard spell. The very name implies it's un-natural.False Life (Cleric*/Druid*)
Always been a wizard spell, Druid already has Entangle.Grease (Wizard*/Druid*)
Hell says it all: Cleric.Hellish Rebuke (Wizard*/Cleric*)
Key Warlock spell. Either Wizard, or make it a Warlock feature.Hex (Cleric*/ Wizard*)
Classic EHP. Cleric.Inflict Wounds (Cleric*/ Druid*)
Originally a Wizard spell.Thunderwave (Cleric*/ Wizard*)
Also makes it feel a bit redundant along side Command.Oddly, we both assigned it to Cleric before I compared our lists. My reasoning, at least, was to associate most of the control spells (for humanoids, not beasts or monsters) to Clerics. I also gave them Suggestion for the same reason (which @TwoSix also did, FWIW).
They hadn't just been "implied". They were real categories with real rules effects -- I daresay more than in 4E. To take just one example, a 3E talisman of the sphere cares if you're an "arcane spellcaster"; a 4E talisman doesn't.Yes, 4e formalized Source and Role, even though they'd both been implied in the game - arguably since the beginning.
Don't.And, also, every class is samey. Because logic doesn't apply.![]()
Yep, I moved charms in general to Cleric. I was going for a "Body, Mind, and Soul" theme there. Also channeling a bit of WoW (where the Priest class has healing and psychic spells) and classic yogi themes.Oddly, we both assigned it to Cleric before I compared our lists. My reasoning, at least, was to associate most of the control spells (for humanoids, not beasts or monsters) to Clerics. I also gave them Suggestion for the same reason (which @TwoSix also did, FWIW).
That's a very specific example, and an item that didn't show up in 4e until the MME. OTOH, every spell had the Arcane keyword, every prayer, Divine, apervasive, foundational concept, vs a vague shorthand for 'Sorcerers & wizards ...oh, and Bards, I guess, maybe' - just the kind of classifications this thread is aspiring too - it's just that, in 4e, each class, as you pointed out, also had a unique list, not just each Source.They hadn't just been "implied". They were real categories with real rules effects -- I daresay more than in 4E. To take just one example, a 3E talisman of the sphere cares if you're an "arcane spellcaster"; a 4E talisman doesn't.
What are your thoughts about nerfing Produce Flame to shed light and maybe ignite combustibles, but take away its attack potential? Then we could give it to Druid, move Dancing Lights to Wizard and Light to Cleric? This way, all three would have a "lighting" option. It brings back some sameyness, but seems odd all three couldn't do it. I'm on the fence myself.Yep, I moved charms in general to Cleric. I was going for a "Body, Mind, and Soul" theme there. Also channeling a bit of WoW (where the Priest class has healing and psychic spells) and classic yogi themes.
I think it's OK, but I think I'd prefer something like a single object Faerie Fire that just produces the same violet, blue, or green light (it's a different kind of visual, and makes the Druid a little more "eerie", which I like). My preference is always for something new rather than just a nerfed version of an existing spell.What are your thoughts about nerfing Produce Flame to shed light and maybe ignite combustibles, but take away its attack potential? Then we could give it to Druid, move Dancing Lights to Wizard and Light to Cleric? This way, all three would have a "lighting" option. It brings back some sameyness, but seems odd all three couldn't do it. I'm on the fence myself.