Loss of what 4 spells would change the game dramatically?

The thread title version and the OP version of the question seem to at odds somewhat, and I'm not really sure which one to answer.

Also, either way, what Crothian said. Especially if you're drawing from the Spell Compendium, for example.
 

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Boy it is weird what spells people feel would change the game!
In my game it would be;
Detect Good/Evil
Protection from good/Evil
Cure Light Wounds
Magic Missle

Used almost every game.
 


Ed_Laprade said:
Keep Detect Magic but get rid of any type of identifying spell. People would have magic items lying around unused because nobody would know what they did. (Hey Mr. Adventurer, wanna buy a magic sword... cheap? Is it cursed? How should I know!)
Good point. Bards would become a lot more valuable. You'd have to take your items to them and hope there is some history about it......
 



With the idea that you could remove four "concepts" and all related spells from the game and most dramatically cause the game to be altered, I would propose the following:

Healing (the game would have to be re-worked statistically)
Detection (skills would need to be redeveloped/redeployed to move the game forward)
Dispelling (this is a great equalizer, and is often used at higher levels)
Instant Kill (again, a high level way to pick off a target (or targets))

I didn't include "raise dead" or teleport as I've made alterations in my own campaigns to both of these, and it's impact has not been that significant.

If there were four spells to have the greatest impact:
1) Flamestrike - this would cripple the mid-level cleric's arsenal
2) Anti-magic shell - this would cripple the DM!
3) Commune - there's very few spells that do so much, so well
4) Cure Disease - wow, that would be huge, especially to the lower level game
 

Four spells less

The first spell I'd remove would be Raise Dead as this would make the campaign more interesting.

The second I'd choose Analyse Object as I see no reason for the spell when there's Identify and combining that with Detect Magic would make it more interesting.

For the third I'd modify healing spells instead to make them far more restrictive since most games I played in never seemed to pay any attention of the source of such magic and in return repay the debt something barely touched upon.

The fourth however I'd exchange for a simple reinforcing of the natures of spellcasters;

For divine spellcasters highlighting their need for their patron deities or faith which I've scarcely seen whilst playing. And as for arcane spellcasters I've never seen them explain how they can research spells and add to their spellbooks but never seem to be carrying the equipment they need for their profession however as for sorcerors' I'm more inclined for them to be better described as in the games I've played in such a character either their gods don't care for an arcane caster multiclassing as cleric (Cleric of Helm/Sorceror) or need wizards to acquire new spells even though the class is supposed to one of the PHB core classes and not dependent on another class...

Anyway until I play in a game when they need to stay close to home to help their fledgling careers as adventurers since they'll need a place to stay they can rely on something I've yet to see a dm take notice of.
Take care and all the best!
 
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kobold said:
Boy it is weird what spells people feel would change the game!
Used almost every game.


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
 


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