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Make SPELLS Balanced
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<blockquote data-quote="Yaarel" data-source="post: 8801816" data-attributes="member: 58172"><p>"Demotion" means to move a substandard spell to a lower slot where it is more competitive with the spells at that slot. Alternatively, to remain in its current slot it might need a boost.</p><p></p><p>"Promotion" means to move an extrapowerful spell to a higher slot where it is more balanced with the spells at that slot. Alternatively, to remain in its current slot it might need a nerf.</p><p></p><p>Note, all mindlink communication spells need a rethink and often a demotion, including <em>Telepathy</em>, Monster Manual Telepathy language, <em>Tongues</em>, <em>Detect Thoughts</em>, <em>Rarys Telepathic Bond</em>, even <em>Message</em>. Generally, full-on two-way linguistic/sensory Telepathy is appropriate as a single 2nd-Slot spell that merges the other spells. Something like, the spell can link any minds within 30 feet but allows "bonds" with a mind that can reach any distance. Insight skill checks or granting Wisdom saves might probe memories of unwilling targets. But nonmagical Insight skill can discern desire and intention and even coldread to intuit specific details. Telepathy can convey sensorial images as well as speak words, and also understand the intended meaning without knowing the same language.</p><p></p><p>Note, an unintended exploit makes <em>Magic Mouth</em> weirdly powerful. The trick is its anything-goes trigger. For example, tell a Mouth on an object to "scream if someone tries to steal anything". Or even, "scream if anyone with an Evil alignment approaches within 10 feet". Clever conditions for its trigger can abuse the spell. Even so, its 1 minute casting time makes it useless to prepare it for use with spell slots. Only its ritual is worthwhile.</p><p></p><p>The game needs two separate silos: one feature for a list of "rituals" versus a different feature for a list of preparable spells. It is confusing to newbies who dont realize that is highly problematic to prepare certain spells that are in the spell list. The amount of system mastery necessary to avoid the trap options is inordinate.</p><p></p><p></p><p></p><p>Here is the spell list from problematic to worst to best:</p><p></p><p><strong>2nd SLOT</strong></p><p>[SPOILER]</p><p><strong>Obsolete Spells − NEEDS RETHINK</strong></p><p>Entrall → Persuasion/Intimidation/Bluff skill</p><p>Find Traps → Perception skill</p><p>Detect Thoughts → Insight skill</p><p>Augury → and other DM-gives-hint spells need rethink</p><p>Continual Flame → mostly obsolete by Light cantrip</p><p>Protection from Poison (Less Useful) → Medicine skill</p><p></p><p><strong>Unworthy of Spell Preparation − NEEDS RETHINK</strong></p><p>Animal Messenger</p><p>Skywrite</p><p>Warding Bond</p><p>Darkvision (make into cantrip)</p><p>Magic Mouth</p><p></p><p><strong>Less Useful − NEEDS RETHINK/DEMOTION</strong></p><p>Gentle Repose</p><p>Ray of Enfeeblement</p><p>Cordon of Arrows</p><p>Snillocs Snowball Swarm</p><p>Dust Devil</p><p>Barkskin (new 1DD version fixes this: it gets its rethink!)</p><p>Magic Weapon</p><p>Melfs Acid Arrow</p><p>Nystuls Magic Aura</p><p>Zone of Truth</p><p>Gust of Wind</p><p>Knock</p><p></p><p><strong>Not Bad − forgivable − NEEDS DOUBLECHECK/DEMOTION</strong></p><p>Darkness</p><p>Flame Blade</p><p>Cloud of Daggers</p><p>Beast Sense</p><p>Branding Smite</p><p>Earthbind</p><p>Arcane Lock</p><p>Aid</p><p>Enlarge/Reduce</p><p>Crown of Madness</p><p>See Invisibility</p><p>Lesser Restoration</p><p>Blindness/Deafness</p><p>Warding Wind</p><p>Aganazzars Scorcher</p><p>Shatter</p><p>Calm Emotions</p><p>Spider Climb</p><p></p><p><strong>Good − standard effect for this spell slot</strong></p><p>Pyrotechnics</p><p>Rope Trick</p><p>Enhance Ability</p><p>Silence</p><p>Blur</p><p>Alter Self</p><p>Earthen Grasp</p><p>Hold Person</p><p>Scorching Ray</p><p>Moonbeam</p><p>Levitate</p><p>Web</p><p>Heat Metal</p><p></p><p><strong>Excellent − NEEDS DOUBLECHECK/PROMOTION</strong></p><p>Find Steed</p><p>Prayer of Healing</p><p>Pass without Trace</p><p>Spike Growth</p><p>Mirror Image</p><p>Invisibility</p><p>Spiritual Weapon</p><p>Flaming Sphere</p><p>Misty Step</p><p>Phantasmal Force</p><p>Suggestion</p><p></p><p>[/SPOILER]</p></blockquote><p></p>
[QUOTE="Yaarel, post: 8801816, member: 58172"] "Demotion" means to move a substandard spell to a lower slot where it is more competitive with the spells at that slot. Alternatively, to remain in its current slot it might need a boost. "Promotion" means to move an extrapowerful spell to a higher slot where it is more balanced with the spells at that slot. Alternatively, to remain in its current slot it might need a nerf. Note, all mindlink communication spells need a rethink and often a demotion, including [I]Telepathy[/I], Monster Manual Telepathy language, [I]Tongues[/I], [I]Detect Thoughts[/I], [I]Rarys Telepathic Bond[/I], even [I]Message[/I]. Generally, full-on two-way linguistic/sensory Telepathy is appropriate as a single 2nd-Slot spell that merges the other spells. Something like, the spell can link any minds within 30 feet but allows "bonds" with a mind that can reach any distance. Insight skill checks or granting Wisdom saves might probe memories of unwilling targets. But nonmagical Insight skill can discern desire and intention and even coldread to intuit specific details. Telepathy can convey sensorial images as well as speak words, and also understand the intended meaning without knowing the same language. Note, an unintended exploit makes [I]Magic Mouth[/I] weirdly powerful. The trick is its anything-goes trigger. For example, tell a Mouth on an object to "scream if someone tries to steal anything". Or even, "scream if anyone with an Evil alignment approaches within 10 feet". Clever conditions for its trigger can abuse the spell. Even so, its 1 minute casting time makes it useless to prepare it for use with spell slots. Only its ritual is worthwhile. The game needs two separate silos: one feature for a list of "rituals" versus a different feature for a list of preparable spells. It is confusing to newbies who dont realize that is highly problematic to prepare certain spells that are in the spell list. The amount of system mastery necessary to avoid the trap options is inordinate. Here is the spell list from problematic to worst to best: [B]2nd SLOT[/B] [SPOILER] [B]Obsolete Spells − NEEDS RETHINK[/B] Entrall → Persuasion/Intimidation/Bluff skill Find Traps → Perception skill Detect Thoughts → Insight skill Augury → and other DM-gives-hint spells need rethink Continual Flame → mostly obsolete by Light cantrip Protection from Poison (Less Useful) → Medicine skill [B]Unworthy of Spell Preparation − NEEDS RETHINK[/B] Animal Messenger Skywrite Warding Bond Darkvision (make into cantrip) Magic Mouth [B]Less Useful − NEEDS RETHINK/DEMOTION[/B] Gentle Repose Ray of Enfeeblement Cordon of Arrows Snillocs Snowball Swarm Dust Devil Barkskin (new 1DD version fixes this: it gets its rethink!) Magic Weapon Melfs Acid Arrow Nystuls Magic Aura Zone of Truth Gust of Wind Knock [B]Not Bad − forgivable − NEEDS DOUBLECHECK/DEMOTION[/B] Darkness Flame Blade Cloud of Daggers Beast Sense Branding Smite Earthbind Arcane Lock Aid Enlarge/Reduce Crown of Madness See Invisibility Lesser Restoration Blindness/Deafness Warding Wind Aganazzars Scorcher Shatter Calm Emotions Spider Climb [B]Good − standard effect for this spell slot[/B] Pyrotechnics Rope Trick Enhance Ability Silence Blur Alter Self Earthen Grasp Hold Person Scorching Ray Moonbeam Levitate Web Heat Metal [B]Excellent − NEEDS DOUBLECHECK/PROMOTION[/B] Find Steed Prayer of Healing Pass without Trace Spike Growth Mirror Image Invisibility Spiritual Weapon Flaming Sphere Misty Step Phantasmal Force Suggestion [/SPOILER] [/QUOTE]
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