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<blockquote data-quote="Falling Icicle" data-source="post: 6337837" data-attributes="member: 17077"><p>If a splat book introduces spells that defy the core system, that isn't the core system's fault. But I doubt very much that we're ever going to see a return of (lvl x d6) type spells, at least in any book published by WotC. Concentration may be different. There could be balanced ways of allowing spellcasters to occasionally concentrate on more than one spell, assuming that they have enough drawbacks and restrictions of their own.</p><p></p><p></p><p></p><p>Magic missile always hits, so that gives it a big advantage over GB, which can miss.</p><p></p><p></p><p></p><p>I don't see how those spells ruin plots. All find the path does is tell you the physical route to a destination. That doesn't mean that route won't be filled with traps, monsters, and other hazards. It can also easily be thwarted by magical portals and similar things that make it so that the shortest route isn't the same as the shortest <em>physical</em> route. Divination only gives you a cryptic omen. It's only as useful as the DM allows it to be.</p><p></p><p>The biggest plot-ruining spell of all time was detect evil, and that spell is no longer a "spot the BBEG and ruin any intrigue-based adventure" spell. Now it only detects fiends and undead.</p><p></p><p></p><p></p><p>There was an animate dead spell in the playtest. It will most likely be in the PHB. It seems like they wanted to avoid spells that summon or create minions in the basic rules, finger of death being the one notable exception.</p></blockquote><p></p>
[QUOTE="Falling Icicle, post: 6337837, member: 17077"] If a splat book introduces spells that defy the core system, that isn't the core system's fault. But I doubt very much that we're ever going to see a return of (lvl x d6) type spells, at least in any book published by WotC. Concentration may be different. There could be balanced ways of allowing spellcasters to occasionally concentrate on more than one spell, assuming that they have enough drawbacks and restrictions of their own. Magic missile always hits, so that gives it a big advantage over GB, which can miss. I don't see how those spells ruin plots. All find the path does is tell you the physical route to a destination. That doesn't mean that route won't be filled with traps, monsters, and other hazards. It can also easily be thwarted by magical portals and similar things that make it so that the shortest route isn't the same as the shortest [I]physical[/I] route. Divination only gives you a cryptic omen. It's only as useful as the DM allows it to be. The biggest plot-ruining spell of all time was detect evil, and that spell is no longer a "spot the BBEG and ruin any intrigue-based adventure" spell. Now it only detects fiends and undead. There was an animate dead spell in the playtest. It will most likely be in the PHB. It seems like they wanted to avoid spells that summon or create minions in the basic rules, finger of death being the one notable exception. [/QUOTE]
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