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Book of Lost Spells On Sale Now
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<blockquote data-quote="HarrisonF" data-source="post: 7662611" data-attributes="member: 58230"><p>I've spent a while reading more through the book and am now really pleased with it. There are some really neat spell concepts which fix a lot of problems from the PHB spell set (in addition to giving more options as I previously said).</p><p></p><p>1. More values and types of damage. For example, in the PHB, the most damaging first level spell is Guiding Bolt which is actually a Cleric spell. No idea why wizards or sorcerers didn't get a 4d6 damage spell, but now they do in Rock Bolt!</p><p></p><p>2. Spells that do less damage, but with added status effects. For example, Acid Wind does damage and causes blindness for a turn. On a save, it only does half damage. The nice part about these is that they are doing status effects and allowing for controller effects, but still allow for some effect on a failure. It kinda sucks when you cast a spell like Hold Person and absolutely nothing comes of it due to a save. You would have been better off if you cast a cantrip. This sort of spell does cantrip-like damage when it fails, so it is still good.</p><p></p><p>3. Double-save spells. There are a number of spells that require two successful saves before the effect ends if the creature is effected by the initial spell. This is nice since the effects will tend to be more sticky. In a few cases, this is also potentially good against legendary resistance as well.</p><p></p><p></p><p>Individual spell concerns:</p><p></p><p>1. Caustic Spittle damage. I have stated this previously, but still worry a bit about the balance around the spell.</p><p></p><p>2. Steel Butterflies duration. This is an attack spell with an hour duration that doesn't entirely explain what the duration is for. Is this duration a typo?</p><p></p><p>3. Iron Core non-concentration. Rerolling 5 saves during a day without needing concentration seems really, really strong. This may be my vote for most likely to be OP spell.</p><p></p><p>4. Odd spell ranges. A bunch of spells have things like Range: 50 ft. While there is nothing that prevents this, in the PHB, most spell ranger were a power of 30, such as 30, 60, or 120 feet. It would have been nice to maintain this consistency since it makes TotM easier.</p></blockquote><p></p>
[QUOTE="HarrisonF, post: 7662611, member: 58230"] I've spent a while reading more through the book and am now really pleased with it. There are some really neat spell concepts which fix a lot of problems from the PHB spell set (in addition to giving more options as I previously said). 1. More values and types of damage. For example, in the PHB, the most damaging first level spell is Guiding Bolt which is actually a Cleric spell. No idea why wizards or sorcerers didn't get a 4d6 damage spell, but now they do in Rock Bolt! 2. Spells that do less damage, but with added status effects. For example, Acid Wind does damage and causes blindness for a turn. On a save, it only does half damage. The nice part about these is that they are doing status effects and allowing for controller effects, but still allow for some effect on a failure. It kinda sucks when you cast a spell like Hold Person and absolutely nothing comes of it due to a save. You would have been better off if you cast a cantrip. This sort of spell does cantrip-like damage when it fails, so it is still good. 3. Double-save spells. There are a number of spells that require two successful saves before the effect ends if the creature is effected by the initial spell. This is nice since the effects will tend to be more sticky. In a few cases, this is also potentially good against legendary resistance as well. Individual spell concerns: 1. Caustic Spittle damage. I have stated this previously, but still worry a bit about the balance around the spell. 2. Steel Butterflies duration. This is an attack spell with an hour duration that doesn't entirely explain what the duration is for. Is this duration a typo? 3. Iron Core non-concentration. Rerolling 5 saves during a day without needing concentration seems really, really strong. This may be my vote for most likely to be OP spell. 4. Odd spell ranges. A bunch of spells have things like Range: 50 ft. While there is nothing that prevents this, in the PHB, most spell ranger were a power of 30, such as 30, 60, or 120 feet. It would have been nice to maintain this consistency since it makes TotM easier. [/QUOTE]
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