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[GRIM TALES] How much do you customize spell lists in your campaign?
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<blockquote data-quote="HeapThaumaturgist" data-source="post: 2477907" data-attributes="member: 12332"><p>I'll nod towards Wulf on this.</p><p></p><p>Take them all out, and add in ONLY the things you think will be most excellent and cool in your particular campaign. Don't try to decide if Magic Missile is necessary or not, just cut it out and add it later if YOU think you'd like it.</p><p></p><p>I think one thing that GT lacks that might be helpful is a collection of spell lists for different flavors of campaign. And I think alot of people don't have that information at hand because we "wing it" so much with the spell system ... we decide somewhere along the way that Flaming Hands would be a nice spell and include Flaming Hands.</p><p></p><p>I'll provide a secret I've used many many times in my home games: Call of Cthulhu d20 spells. ALOT of those spells have great flavor for a S&S style game, while having pretty nice opportunity costs.</p><p></p><p>Red Sign of Shudd'mel is a wonderful Fireball replacement, for instance. It can do damage to multiple targets ... but does that damage over time, and continually saps the caster's strength score, meaning it gets brought out only when it's needed.</p><p></p><p>Same with Deflect Harm ... that spell is better than ice-cream, or Mage Armor, in that it totally negates a certain number of incoming attacks ... but the cost is concentration on the spell and 2 Int damage per attack deflected.</p><p></p><p>Drive Out Demon, etc. Cage of Kind. </p><p></p><p>At the back of the book they have a "CoC spells to D&D spells" level conversion, which puts most of them pretty high in level ... because many of the spells are powerful, and in the CoC game have corresponding deep opportunity costs in Sanity and Ability Damage. I tend to drop the level of the spell by 1-2 and KEEP the ability damage components of the spell.</p><p></p><p>I've made the CoC spells an entire spell system in and of themselves before, for GT games, by taking the sanity damage and doubling it, then making it a nonlethal damage roll, and keeping the ability score costs. I had a player with Red Sign who played an entire campaign and used it ONCE ... he had it, he knew he could use it, and it was fun to watch him bite his lip and decide if it was worth getting so heavily hurt for it, then deciding NOT to ... gotta love it.</p><p></p><p>--fje</p></blockquote><p></p>
[QUOTE="HeapThaumaturgist, post: 2477907, member: 12332"] I'll nod towards Wulf on this. Take them all out, and add in ONLY the things you think will be most excellent and cool in your particular campaign. Don't try to decide if Magic Missile is necessary or not, just cut it out and add it later if YOU think you'd like it. I think one thing that GT lacks that might be helpful is a collection of spell lists for different flavors of campaign. And I think alot of people don't have that information at hand because we "wing it" so much with the spell system ... we decide somewhere along the way that Flaming Hands would be a nice spell and include Flaming Hands. I'll provide a secret I've used many many times in my home games: Call of Cthulhu d20 spells. ALOT of those spells have great flavor for a S&S style game, while having pretty nice opportunity costs. Red Sign of Shudd'mel is a wonderful Fireball replacement, for instance. It can do damage to multiple targets ... but does that damage over time, and continually saps the caster's strength score, meaning it gets brought out only when it's needed. Same with Deflect Harm ... that spell is better than ice-cream, or Mage Armor, in that it totally negates a certain number of incoming attacks ... but the cost is concentration on the spell and 2 Int damage per attack deflected. Drive Out Demon, etc. Cage of Kind. At the back of the book they have a "CoC spells to D&D spells" level conversion, which puts most of them pretty high in level ... because many of the spells are powerful, and in the CoC game have corresponding deep opportunity costs in Sanity and Ability Damage. I tend to drop the level of the spell by 1-2 and KEEP the ability damage components of the spell. I've made the CoC spells an entire spell system in and of themselves before, for GT games, by taking the sanity damage and doubling it, then making it a nonlethal damage roll, and keeping the ability score costs. I had a player with Red Sign who played an entire campaign and used it ONCE ... he had it, he knew he could use it, and it was fun to watch him bite his lip and decide if it was worth getting so heavily hurt for it, then deciding NOT to ... gotta love it. --fje [/QUOTE]
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[GRIM TALES] How much do you customize spell lists in your campaign?
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