Missing Classic Spells

I think that summoning spells should be very short rituals 2 or 3 combat rounds at most with concentration (endurance checks) if hte caster takes damage. As spells they could quickly skew a fight and would be difficult to balance.
Or at least the scroll version should be doable in battle. More incentive to do rituals and it allows stuff like you would see on shows like Buffy or Charmed.
 

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There's several different forms summoning could take:

A) Lasts the whole battle, approx. strength of caster, takes standard actions to control.
B) Lasts the whole battle, fairly weak, takes minor actions.
C) Lasts a couple rounds, approx. strength of caster, no control actions needed.
D) Lasts a couple rounds, stronger than caster, standard actions to control.

This is as daily powers - you could also have A & B as encounter powers that last only a couple rounds.
I guess you could also have "Lasts whole battle, really weak, no actions to control", but that seems like a waste of time.

Planar Binding, Gate, and Create Undead are probably rituals.
 
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And back on the original topic, things that would be good to have:
* Open-ended Illusions. The 4E trend is to simple single-purpose powers, but it's a trend that needs bucking sometimes.
* Spells with permanent effects. I'm not talking huge stuff here, just things like a stone wall or pit that stay there.
 



There's a ton of spells i'm really missing from 4e, but i'm afraid that their wanton inclusion is going to buck the system too much without careful, careful consideration of how they should interact with the rest of the game.

I'm all for spells that change the environment in either temporary or permanent ways, and spells that summon allies.
 

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