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How should spells be organized?
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<blockquote data-quote="jgsugden" data-source="post: 9148582" data-attributes="member: 2629"><p>Personally, if I were rebuilding spells, I'd organize them alphabetically - primarily because I'd eliminate the concept of spell level as we know it today. Instead, I'd have a spell have rules for what happens when you cast it at different levels from cantrip to 9th level. </p><p></p><p>For example, I's have a spell called Fire Blast. It would work as follows when cast at these levels:</p><p></p><p>Cantrip: Firebolt.</p><p>1st: Burning Orb: Attack roll: Deals 4d6 to a target and sets the target on fire (action to snuff, d6 per round til snuffed).</p><p>2nd: Scorching Ray</p><p>3rd: Fireball</p><p>4th: Immolation (yes, I lowered the level)</p><p>5th: Explosive Blast (like fireball, but 6d6 fire and 6d6 force in a 25 foot radius. Everything in the blast is pushed to the edge of the blast if they fail the save)</p><p>6th: Dual Fireballs, can overlap</p><p>7th: Delayed Blast Fireball (increase base to 15d6)</p><p>8th: Fiery Implosion (like Explosive Blast above, but 9d6 fire and 9d6 force in a 30 foot radius, then the targets are pulled to the epicenter and knocked prone if they fail the save). </p><p>9th: Meteor Swarm</p><p></p><p>There might also be another series called Illusory Trick:</p><p></p><p>Cantrip: Minor Illusion</p><p>1st: Silent Image</p><p>2nd: Phantasmal Force</p><p>3rd: Major Image</p><p>4th: Augmented Phantasmal Killer (As Phantsmal Force, but 4d10 damage instead of 1d6).</p><p>5th: Mislead</p><p>6th: Programmed Illusion</p><p>7th: Project image</p><p>8th: Illusory Dragon (genericized to allow for other creature types)</p><p>9th: Weird</p><p></p><p>This would give characters more thematics as they pick a series of spells rather than a single spell. Sorcerers might get 2 spells to start and an additional at levels 5, 11 and 17. A wizard might get two plus one per point of intelligence bonus, with an additional one at levels 3, 5, 7, 9, 11, 13, 15 and 17.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 9148582, member: 2629"] Personally, if I were rebuilding spells, I'd organize them alphabetically - primarily because I'd eliminate the concept of spell level as we know it today. Instead, I'd have a spell have rules for what happens when you cast it at different levels from cantrip to 9th level. For example, I's have a spell called Fire Blast. It would work as follows when cast at these levels: Cantrip: Firebolt. 1st: Burning Orb: Attack roll: Deals 4d6 to a target and sets the target on fire (action to snuff, d6 per round til snuffed). 2nd: Scorching Ray 3rd: Fireball 4th: Immolation (yes, I lowered the level) 5th: Explosive Blast (like fireball, but 6d6 fire and 6d6 force in a 25 foot radius. Everything in the blast is pushed to the edge of the blast if they fail the save) 6th: Dual Fireballs, can overlap 7th: Delayed Blast Fireball (increase base to 15d6) 8th: Fiery Implosion (like Explosive Blast above, but 9d6 fire and 9d6 force in a 30 foot radius, then the targets are pulled to the epicenter and knocked prone if they fail the save). 9th: Meteor Swarm There might also be another series called Illusory Trick: Cantrip: Minor Illusion 1st: Silent Image 2nd: Phantasmal Force 3rd: Major Image 4th: Augmented Phantasmal Killer (As Phantsmal Force, but 4d10 damage instead of 1d6). 5th: Mislead 6th: Programmed Illusion 7th: Project image 8th: Illusory Dragon (genericized to allow for other creature types) 9th: Weird This would give characters more thematics as they pick a series of spells rather than a single spell. Sorcerers might get 2 spells to start and an additional at levels 5, 11 and 17. A wizard might get two plus one per point of intelligence bonus, with an additional one at levels 3, 5, 7, 9, 11, 13, 15 and 17. [/QUOTE]
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