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General Tabletop Discussion
*Pathfinder & Starfinder
Does the game need 9 spell levels?
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<blockquote data-quote="RangerWickett" data-source="post: 5881905" data-attributes="member: 63"><p>I know they want to have D&D Next play like older editions, but does that mean the game has to have spells that go up to 9th level? Could they have less granular spell levels?</p><p></p><p>For instance, it's obvious that an attack spell that deals 5d6 to a group is better than one that does 5d6 to a single target. But what about a spell that creates a wall of stone versus one that turns you invisible? </p><p></p><p>I know it's really unlikely this will end up in the core rules, but I'd prefer a system with 4 spell levels - least, minor, major, and arch. </p><p></p><p>Least spells have only a temporary effect on things, or accomplish something a person could do but in a magical way or at range -- create light, move an object, disguise someone, turn invisible, create small objects, translate languages, stop bleeding and restore vigor, etc. Vaguely equivalent to 1st or 2nd level spells.</p><p></p><p>Minor spells might have a longer effect, and would do things much like least spells but on a large scale - create blinding light, hurl creatures or fly, shapeshift, create detailed illusions, heal actual wounds. Vaguely 3rd to 5th level.</p><p></p><p>Major spells have a huge impact. Hurl a house, turn someone to stone, travel vast distances, create a ship with a snap of your fingers, revive the dead. Vaguely 6th to 8th level.</p><p></p><p>Arch spells are dramatic enough to reshape landscapes and be remembered for centuries. Raise an army of the dead, tear a mountain free and lift it into the sky, curse a whole countryside, protect a city from an incoming comet. 9th level spells or stronger.</p><p></p><p>Could you accept a game with only those delineations as D&D, or does it have to have 9 spell levels?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 5881905, member: 63"] I know they want to have D&D Next play like older editions, but does that mean the game has to have spells that go up to 9th level? Could they have less granular spell levels? For instance, it's obvious that an attack spell that deals 5d6 to a group is better than one that does 5d6 to a single target. But what about a spell that creates a wall of stone versus one that turns you invisible? I know it's really unlikely this will end up in the core rules, but I'd prefer a system with 4 spell levels - least, minor, major, and arch. Least spells have only a temporary effect on things, or accomplish something a person could do but in a magical way or at range -- create light, move an object, disguise someone, turn invisible, create small objects, translate languages, stop bleeding and restore vigor, etc. Vaguely equivalent to 1st or 2nd level spells. Minor spells might have a longer effect, and would do things much like least spells but on a large scale - create blinding light, hurl creatures or fly, shapeshift, create detailed illusions, heal actual wounds. Vaguely 3rd to 5th level. Major spells have a huge impact. Hurl a house, turn someone to stone, travel vast distances, create a ship with a snap of your fingers, revive the dead. Vaguely 6th to 8th level. Arch spells are dramatic enough to reshape landscapes and be remembered for centuries. Raise an army of the dead, tear a mountain free and lift it into the sky, curse a whole countryside, protect a city from an incoming comet. 9th level spells or stronger. Could you accept a game with only those delineations as D&D, or does it have to have 9 spell levels? [/QUOTE]
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Does the game need 9 spell levels?
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