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General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Changes in 5E to A5E spells
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<blockquote data-quote="toucanbuzz" data-source="post: 8677324" data-attributes="member: 19270"><p>Next, my take on page 1 of the "Major" overhauls as I saw them:</p><p></p><p><strong>Animate Objects (5).</strong> Nerfed a bit but still a solid spell.</p><p></p><p><strong>Banishment (4).</strong> Nerfed quite a bit; was an ultimate "save or lose" spell that became much more powerful when magic resistance % was removed, so I can't complain. You've got a pretty solid chance to remove any ultra-powerful outsider with a 4th level spell from the game.</p><p></p><p><strong>Barkskin (2).</strong> Buffed quite a bit by removing Concentration. Shapeshifting druids already had it fairly good...</p><p></p><p><strong>Ceremony (1, XGE).</strong> Morphed. I've seen it used for roleplay purposes, gives it a bit more utility.</p><p></p><p><strong>Comprehend Languages (1).</strong> Big nerf. It encourages skill use, but it was nice being a caster and having a reason to take this spell because it always was going to help the group. Now, who knows.</p><p></p><p><strong>Confusion (4).</strong> Buffed by removing any chance of acting normally. It was already a good spell because it could disable masses of foes.</p><p></p><p><strong>Conjure Stuff. </strong>All these took hints from XGE summons. It's much cleaner for gameplay, though a little less fun because you're never going to randomly draw something crazy fun that way. Except Animals. That got left alone.</p><p></p><p><strong>Counterspell (3).</strong> Huge nerf. It was already one of my least favorite spells given <em>dispel magic</em> used to fill this role. Gives solo caster bosses a much better chance of being a challenge.</p><p></p><p><strong>Create Food and Water (3).</strong> Nerfed to be less auto-win for survival challenges. A5E wants to focus on more than combat. This helps.</p><p></p><p><strong>Dispel Evil and Good (5).</strong> Morphed. Not sure there's much "dispelling" going on anymore, but it's better than before.</p><p></p><p><strong>Flesh to Stone (6).</strong> Buffed. It needed it. A 6th level spell should be awesome. Still much better spells to take.</p><p></p><p><strong>Forcecage (7).</strong> Big nerf. This used to be a powerful shutdown spell, as 7th level spells should be. Now, save and nothing happens.</p></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8677324, member: 19270"] Next, my take on page 1 of the "Major" overhauls as I saw them: [B]Animate Objects (5).[/B] Nerfed a bit but still a solid spell. [B]Banishment (4).[/B] Nerfed quite a bit; was an ultimate "save or lose" spell that became much more powerful when magic resistance % was removed, so I can't complain. You've got a pretty solid chance to remove any ultra-powerful outsider with a 4th level spell from the game. [B]Barkskin (2).[/B] Buffed quite a bit by removing Concentration. Shapeshifting druids already had it fairly good... [B]Ceremony (1, XGE).[/B] Morphed. I've seen it used for roleplay purposes, gives it a bit more utility. [B]Comprehend Languages (1).[/B] Big nerf. It encourages skill use, but it was nice being a caster and having a reason to take this spell because it always was going to help the group. Now, who knows. [B]Confusion (4).[/B] Buffed by removing any chance of acting normally. It was already a good spell because it could disable masses of foes. [B]Conjure Stuff. [/B]All these took hints from XGE summons. It's much cleaner for gameplay, though a little less fun because you're never going to randomly draw something crazy fun that way. Except Animals. That got left alone. [B]Counterspell (3).[/B] Huge nerf. It was already one of my least favorite spells given [I]dispel magic[/I] used to fill this role. Gives solo caster bosses a much better chance of being a challenge. [B]Create Food and Water (3).[/B] Nerfed to be less auto-win for survival challenges. A5E wants to focus on more than combat. This helps. [B]Dispel Evil and Good (5).[/B] Morphed. Not sure there's much "dispelling" going on anymore, but it's better than before. [B]Flesh to Stone (6).[/B] Buffed. It needed it. A 6th level spell should be awesome. Still much better spells to take. [B]Forcecage (7).[/B] Big nerf. This used to be a powerful shutdown spell, as 7th level spells should be. Now, save and nothing happens. [/QUOTE]
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