Loss of what 4 spells would change the game dramatically?


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Any Cure would change the players outlook of adventure

Magic Missile is an important part of survival as a low level mage.

PERMANCY No more magic items without it

READ MAGIC No more NEW mages Can't read- Can't learn. Suddenly there are Sorcerers mainly
 

Emirikol said:
Actually we're looking at spells that would change a game "world" not life for PC's.

Consider how various spells affect economics and the general populace, not just a character's ability to dungeon crawl.

jh

Putting it that way, I have to think about Eberron.

Send Message
Detect Alignment
Bless (basic use in wars and combat at low levels)
Levitate vs Fly
 


1. "Buff" spells. And suddenly the game just got simpler.
2. "Move" spells. With no haste in combat (well that might already be negated via buff spells) and no teleporting, characters actually have to go the distance between A and B.
3. "Polymorph" spells. And half the cheese and rules-arguments disappear.
4. Feather Fall. Pits just got a bit more dangerous. :)

If you think that 4 is a sub-category of 2, then,

4b: "Detect" spells. (Covered above)

Y'know, maybe i should just eliminate all Divination, Transmutation and Conjuration spells and be done with it. :)
 

What would change the DM's palette?

- Permanency
- Wish
(buffs are temporary or are from magic items)

- Awaken
- Animate Dead / Create Undead / Create Greater Undead


What would change the PC's options?

- Invisibility / Silence (grow some skill points)
- Fly / Overland Flight (again, use skills)
- Spider Climb / Jump (more skills)
- Detect Traps / Knock (get a Rogue)

- Teleport / Greater Teleport (get a horse)
- Fly / Overland Flight (get a horse)

- Summon Monster spells (get a fighter)

For the Gish:
- Alter Self / Polymorph / Poly Any Object (harder to buff self, removes one more route to flight)
- Stoneskin / Mirror Image / Greater Invisibility / Project Image (harder to avoid attacks)

For the "blue deck":
- Dispel Magic / Ray of Enfeeblement / Crushing Despair / Slow


Hmm. That's a couple over the limit of "4". Oh well. -- N
 

I'm going to assume adventurers for the moment.

Remove teleport, detect spells, cure spells and reserrection spells, they're pretty boned.
 

icedrake said:
I'm going to assume adventurers for the moment.

Remove teleport, detect spells, cure spells and reserrection spells, they're pretty boned.


So, we have gone from removing 4 spells to 4 types of spells? How about we just get rid of 4 schools? :lol:
 

I'm surprised no one has yet mentioned Fireball and/or Lightning Bolt. Tactics and war changes completely with or without access to these area-of-effect spells.

Besides, the early levels of lots of arcane casters' careers always seems to be Gotta Get the Fireball. Before access to third level spells? Use strategy A. After access? Use strategy B.
 

megamania said:
Putting it that way, I have to think about Eberron.

Send Message
Detect Alignment
Bless (basic use in wars and combat at low levels)
Levitate vs Fly
Whereas my top picks for Eberron are:

Continual Flame (no Everbright Lanterns for you!)
Whispering Wind ==> Sending Stones (severely limit communications)
Prestidigitation (Gnomes use it, and Magewights everywhere use it, with 101 everyday applications)
Magecraft (That's an entire series of professions focusing on crafting rather than magic and crafting)

It's the small things that count, when big things are so hard to find. :]
 

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