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<blockquote data-quote="steeldragons" data-source="post: 6136190" data-attributes="member: 92511"><p>I know they're already doing the whole "cast in a higher slot" thing, and that's a great start, but would it be beneficial (and I'm thinking it would be) to combine more spells, balled up into a couple of since there's no real term for what I'm thinking, let's call them "iconic class spells" [tm].</p><p></p><p>Here's what I'm thinking...</p><p>Clerics: Cure Wounds & Bless.</p><p><strong>Cure Wounds</strong>: For each spell level heals d8 +caster level hp of damage. Cast in a 3rd level slot: Also removes blindness, deafness, paralysis or disease. Cast at a 5th level slot: Also can be used to repair ability damage and energy drain ["Restoration"]. Cast at a 7th tier slot: Auto heals to full for an individual <em>or</em> can be cast en masse [let's say] 5' radius (or 10' diameter, if you prefer) per caster level (which, assuming 5th level spells at 9th level, is a 45'radius or 90' diameter).</p><p><strong>Bless:</strong> For each spell level offers +1 to hit and saving throws to 1 person per caster level. Cast as a 3rd level slot: Also grants advantage regardless of other conditions/circumstances. Cast as a 5th level slot: Also can be cast to apply to all allies within 5' radius per caster level.</p><p></p><p>Druids: Control Plants and Control Animals [or summoning or something]</p><p><strong>Control Plants:</strong> Cast as 1st level slot: Entangle. Cast at 3rd level slot: Also acts as Plant Growth. Cast at 5th level: i dunno. Something uber-super plant-y.</p><p><strong>Control Animals</strong>: Cast as 1st level: Speak with Animals. Cast at a 2nd level slot: also Charms Animal. Cast at a 3rd level slot: Also acts as Animal summoning/Nature's Ally who is then charmed/obedient. Cast at a 5th level slot: Dominate Animal...etc...</p><p></p><p>Wizards: Magic Missile and "Mystic Barrier"</p><p><strong>Magic Missile:</strong> For each spell level used produces 1 bolt, does 6 hp of damage each, automatically hits. At 3rd level slot: 3 bolts, damage 6 hp each, or 30' diameter burst of energy, 18 hp to all within area of effect At 5th level slot: 5 bolts, damage 6 hp each, or 50' conical blast, 30 hp to all within range. etc... </p><p><strong>Magic Barrier:</strong> Cast 1st level slot: Shield. Cast 3rd level slot: Acts as shield but can be cast as 15' diameter globe. Cast 5th level slot: Globe of Invulnerability (blocking physical and magic attacks)...etc...</p><p> </p><p>Illusionists: Color Spray and Phantasmal Force </p><p><strong>Color Spray:</strong> 1st level normal. 3rd level slot: increase effect somehow...5th level slot: Prismatic Spray...etc...</p><p><strong>Phan Force:</strong> normal audio-visual...3rd level slot: major image, visual/auditory/olfactory/infrared, maybe extends without concentration...5th level slot: shadow/pseudo-real image...less or no concentration necessary...etc...</p><p></p><p>Does this make sense/work...or have I jumped the spellbook?</p></blockquote><p></p>
[QUOTE="steeldragons, post: 6136190, member: 92511"] I know they're already doing the whole "cast in a higher slot" thing, and that's a great start, but would it be beneficial (and I'm thinking it would be) to combine more spells, balled up into a couple of since there's no real term for what I'm thinking, let's call them "iconic class spells" [tm]. Here's what I'm thinking... Clerics: Cure Wounds & Bless. [B]Cure Wounds[/B]: For each spell level heals d8 +caster level hp of damage. Cast in a 3rd level slot: Also removes blindness, deafness, paralysis or disease. Cast at a 5th level slot: Also can be used to repair ability damage and energy drain ["Restoration"]. Cast at a 7th tier slot: Auto heals to full for an individual [I]or[/I] can be cast en masse [let's say] 5' radius (or 10' diameter, if you prefer) per caster level (which, assuming 5th level spells at 9th level, is a 45'radius or 90' diameter). [B]Bless:[/B] For each spell level offers +1 to hit and saving throws to 1 person per caster level. Cast as a 3rd level slot: Also grants advantage regardless of other conditions/circumstances. Cast as a 5th level slot: Also can be cast to apply to all allies within 5' radius per caster level. Druids: Control Plants and Control Animals [or summoning or something] [B]Control Plants:[/B] Cast as 1st level slot: Entangle. Cast at 3rd level slot: Also acts as Plant Growth. Cast at 5th level: i dunno. Something uber-super plant-y. [B]Control Animals[/B]: Cast as 1st level: Speak with Animals. Cast at a 2nd level slot: also Charms Animal. Cast at a 3rd level slot: Also acts as Animal summoning/Nature's Ally who is then charmed/obedient. Cast at a 5th level slot: Dominate Animal...etc... Wizards: Magic Missile and "Mystic Barrier" [B]Magic Missile:[/B] For each spell level used produces 1 bolt, does 6 hp of damage each, automatically hits. At 3rd level slot: 3 bolts, damage 6 hp each, or 30' diameter burst of energy, 18 hp to all within area of effect At 5th level slot: 5 bolts, damage 6 hp each, or 50' conical blast, 30 hp to all within range. etc... [B]Magic Barrier:[/B] Cast 1st level slot: Shield. Cast 3rd level slot: Acts as shield but can be cast as 15' diameter globe. Cast 5th level slot: Globe of Invulnerability (blocking physical and magic attacks)...etc... Illusionists: Color Spray and Phantasmal Force [B]Color Spray:[/B] 1st level normal. 3rd level slot: increase effect somehow...5th level slot: Prismatic Spray...etc... [B]Phan Force:[/B] normal audio-visual...3rd level slot: major image, visual/auditory/olfactory/infrared, maybe extends without concentration...5th level slot: shadow/pseudo-real image...less or no concentration necessary...etc... Does this make sense/work...or have I jumped the spellbook? [/QUOTE]
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