Sadrik
First Post
Ok so I am going to hit on several important points on where spells are and then perhaps give some opinions on how to fix, or later in the thread. A lot of this stuff feels like moving targets but...
Saves
Many spells utilize saves (duh). The saves are often based on 10+magic stat, but in some cases they are skill or ability checks. For instance, disguise spell allows a wisdom check to pierce the illusion. If it is a spot check, that should be accounted for, if it is a search check that should be accounted for, if it is a disbelieve check that should be accounted for. These should be looked at very carefully and made to line up in sync. One other save issue is the differences between the saves makes no sense and is completely arbitrary. Real work and hard decisions need to be made in this arena. Example dominate person is CHA but command is WIS. Very arbitrary. Finally, save negates should be save mitigates. Perhaps the creature, shrugs it off but they may still be dazzled for one round after color spray (-1 to hit), something needs to happen. Sleep spell might make the target drowsy for an instant. If nothing else, flavor text should be added to describe what happens when a save is made, if not have some mechanical effect. All damage spells are save or mitigate, so should non-damage spells.
HP Thresholds
Honestly these stink. The mechanic is trying to model more powerful creatures are immune to lower level spell effects but does not actually accomplish what it is trying to model. Some creatures have low HP due to poor rolling of HD and they are now affected by magic that they should otherwise ignore. On the opposite a creature with a very high CON score can become all but immune to these types of spells coupled with a few good HD rolls. Another issue is the idea that the spell has no effect. The creature who has more HP effectively has 100% SR vs. that effect. A nicer way to handle this would be to limit duration dramatically, or have a secondary lesser effect occur. As written it does not sit well with me. Surely another mechanic can be put in place to model this better.
Scaling
So most spells do not scale automatically anymore. They often require the caster to use a higher level slot to get a more potent effect from a spell. This is an awesome addition to the spell system and I wholeheartedly support this. There are several spells though that still scale and they just happen to be some very egregious ones. Polymorph scales with the HD of the caster. Nix that instantly please. Another issue is that there are some spells that can be turned into scalable spells that are not such as dispel magic. Lastly, their are several spells which have a "mass" version of them this seems like an excellent way to scale up spells through memorizing them at a higher level, affect more targets. try and remove the, mass versions and make that a scalable feature through using a higher level spell slot.
Rituals
Rituals are an excellent addition. I only bring this up because I would like to see more of them.
Concentration
Concentration is an excellent mechanic, fewer ongoing buffs will make things much better. That said, buffs need to scale up by memorizing them in higher spell slots. Bless and prayer spells for instance could be better versions of each other and could basically be scalable versions of each other, I dont want to see a zillion buff spells that are basically the same spell but have a different names and perhaps tweak one or two things.
Spell levels
Some spells should be re-leveled. Plain and simple. Sleep, rather than making the sleep effect be super crappy. Make it a higher level effect. Or make it a scalable spell, perhaps the 9th level version is very powerful. A close eye on some of the spell levels because some of the lower level spells are more powerful than the high level spells. Trap the soul, vs. power word kill? I am of the opinion that we do not need 10 spell levels (0-9) but instead I would like to see 8 (0-7). I would only merge high level spells, 6-7 level spells could become 6th and 8-9 level spells could become 7th. This would clearly delineate higher level spells in to appropriate levels. Right now, it is pretty arbitrary where spells go. Is that a 6th or 7th level spell? IDK, arbitrary assignment.
Spell schools
The spell school assignments are pretty arbitrary. They have through the editions of D&D gone through lots of changes. Spells used to have more than one school assigned to them in 1e and 2e. Some spells have been split by effect in the past and then, some have been split by how it affects the battle field. Example prismatic spray, wall, and sphere. One would think they would be in the same school but they are not. Since one shoots the prismatic stuff it is evocation, since one creates a wall with the stuff it is conjuration, and since one creates a protective barrier it is abjuration. I would like to see the schools assigned less by effect and more by substance. For instance these were once upon a time considered illusionist spells, color spray is illusion, why not include these again as the upper limits on illusion powers. Healing used to be Necromancy now it is conjuration, I think it should be abjuration. What buff is better than healing? Point is the schools could change to a better defined way of looking at them.
Saves
Many spells utilize saves (duh). The saves are often based on 10+magic stat, but in some cases they are skill or ability checks. For instance, disguise spell allows a wisdom check to pierce the illusion. If it is a spot check, that should be accounted for, if it is a search check that should be accounted for, if it is a disbelieve check that should be accounted for. These should be looked at very carefully and made to line up in sync. One other save issue is the differences between the saves makes no sense and is completely arbitrary. Real work and hard decisions need to be made in this arena. Example dominate person is CHA but command is WIS. Very arbitrary. Finally, save negates should be save mitigates. Perhaps the creature, shrugs it off but they may still be dazzled for one round after color spray (-1 to hit), something needs to happen. Sleep spell might make the target drowsy for an instant. If nothing else, flavor text should be added to describe what happens when a save is made, if not have some mechanical effect. All damage spells are save or mitigate, so should non-damage spells.
HP Thresholds
Honestly these stink. The mechanic is trying to model more powerful creatures are immune to lower level spell effects but does not actually accomplish what it is trying to model. Some creatures have low HP due to poor rolling of HD and they are now affected by magic that they should otherwise ignore. On the opposite a creature with a very high CON score can become all but immune to these types of spells coupled with a few good HD rolls. Another issue is the idea that the spell has no effect. The creature who has more HP effectively has 100% SR vs. that effect. A nicer way to handle this would be to limit duration dramatically, or have a secondary lesser effect occur. As written it does not sit well with me. Surely another mechanic can be put in place to model this better.
Scaling
So most spells do not scale automatically anymore. They often require the caster to use a higher level slot to get a more potent effect from a spell. This is an awesome addition to the spell system and I wholeheartedly support this. There are several spells though that still scale and they just happen to be some very egregious ones. Polymorph scales with the HD of the caster. Nix that instantly please. Another issue is that there are some spells that can be turned into scalable spells that are not such as dispel magic. Lastly, their are several spells which have a "mass" version of them this seems like an excellent way to scale up spells through memorizing them at a higher level, affect more targets. try and remove the, mass versions and make that a scalable feature through using a higher level spell slot.
Rituals
Rituals are an excellent addition. I only bring this up because I would like to see more of them.
Concentration
Concentration is an excellent mechanic, fewer ongoing buffs will make things much better. That said, buffs need to scale up by memorizing them in higher spell slots. Bless and prayer spells for instance could be better versions of each other and could basically be scalable versions of each other, I dont want to see a zillion buff spells that are basically the same spell but have a different names and perhaps tweak one or two things.
Spell levels
Some spells should be re-leveled. Plain and simple. Sleep, rather than making the sleep effect be super crappy. Make it a higher level effect. Or make it a scalable spell, perhaps the 9th level version is very powerful. A close eye on some of the spell levels because some of the lower level spells are more powerful than the high level spells. Trap the soul, vs. power word kill? I am of the opinion that we do not need 10 spell levels (0-9) but instead I would like to see 8 (0-7). I would only merge high level spells, 6-7 level spells could become 6th and 8-9 level spells could become 7th. This would clearly delineate higher level spells in to appropriate levels. Right now, it is pretty arbitrary where spells go. Is that a 6th or 7th level spell? IDK, arbitrary assignment.
Spell schools
The spell school assignments are pretty arbitrary. They have through the editions of D&D gone through lots of changes. Spells used to have more than one school assigned to them in 1e and 2e. Some spells have been split by effect in the past and then, some have been split by how it affects the battle field. Example prismatic spray, wall, and sphere. One would think they would be in the same school but they are not. Since one shoots the prismatic stuff it is evocation, since one creates a wall with the stuff it is conjuration, and since one creates a protective barrier it is abjuration. I would like to see the schools assigned less by effect and more by substance. For instance these were once upon a time considered illusionist spells, color spray is illusion, why not include these again as the upper limits on illusion powers. Healing used to be Necromancy now it is conjuration, I think it should be abjuration. What buff is better than healing? Point is the schools could change to a better defined way of looking at them.