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<blockquote data-quote="cbwjm" data-source="post: 8272128" data-attributes="member: 6788732"><p>Many probably already exist in some form in 5e, but for me, some spells I seem to remember most, probably due to how prevalent they were back when I started playing, are:</p><p>Red: lightning bolt, fireball, incinerate, and stone rain.</p><p>Black: terror, dark ritual (Those times where you got a 5 cost creature out first turn with two dark rituals were awesome), unholy strength</p><p>White: holy strength, healing salve (more an item than a spell)</p><p>Green: giant growth, force of nature (summon a plant elemental)</p><p>Blue: counter spell, manasink</p><ul> <li data-xf-list-type="ul">Dark ritual could be an actual ritual where you sacrifice someone, not really a spell for good characters, and then gain some spell slots.</li> <li data-xf-list-type="ul">Unholy and holy strength could be spells that allow the target to deal additional necrotic/radiant damage while also providing temporary hit points. Essentially the same spell where you choose the damage type when you cast the spell or two separate spells. Unholy strength adds 1d8 necrotic damage to your strikes and temporary hit points; holy strength adds a smaller damage die but more temp hp.</li> <li data-xf-list-type="ul">Manasink could require the caster of the spell countered to lose an additional spell slot or lose their spell.</li> </ul></blockquote><p></p>
[QUOTE="cbwjm, post: 8272128, member: 6788732"] Many probably already exist in some form in 5e, but for me, some spells I seem to remember most, probably due to how prevalent they were back when I started playing, are: Red: lightning bolt, fireball, incinerate, and stone rain. Black: terror, dark ritual (Those times where you got a 5 cost creature out first turn with two dark rituals were awesome), unholy strength White: holy strength, healing salve (more an item than a spell) Green: giant growth, force of nature (summon a plant elemental) Blue: counter spell, manasink [LIST] [*]Dark ritual could be an actual ritual where you sacrifice someone, not really a spell for good characters, and then gain some spell slots. [*]Unholy and holy strength could be spells that allow the target to deal additional necrotic/radiant damage while also providing temporary hit points. Essentially the same spell where you choose the damage type when you cast the spell or two separate spells. Unholy strength adds 1d8 necrotic damage to your strikes and temporary hit points; holy strength adds a smaller damage die but more temp hp. [*]Manasink could require the caster of the spell countered to lose an additional spell slot or lose their spell. [/LIST] [/QUOTE]
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