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My Spell and Prayer Ideas for 5E
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<blockquote data-quote="ren1999" data-source="post: 6046791" data-attributes="member: 85179"><p>O.k. Here are my ideas for spells in 5th edition. </p><p></p><p>Do away with spell level and just give spells a class level limit. For example, only 2nd level casters can learn this spell.</p><p></p><p>Organize spells by what they do and how powerful they are in relation to each other. Gather the Abjuration spells like this.</p><p></p><p>1st level Shield, 2nd Endure Element, 3rd Dispel Magic, 4th Deflect Magic, 5th Elemental Wall, 6th Ward. All of these spells will be reaction spells and work in a similar way to the fighter's Protect and Parry Maneuvers. </p><p></p><p>Then organize the movement spells. Make them minor (off-hand) actions with no concentration requirements so the caster will use them more in an encounter and not have to waste an attack. 1st level Feather Fall a reaction, 2nd Spider Climb, 3rd Jump, 4th Levitate, 5th Fly. Add swooping </p><p>charge attack bonuses to Jump and Fly.</p><p></p><p>Organize the phase spells and make them reactions in order to give them added meaning. A caster could levitate in order to avoid being hit for example. 1st level Blink, 2nd Pass Wall, 3rd Teleport, 4th Slow, 5th Invisibility.</p><p></p><p>Try to make every spell useful and add benefits in order to make the spell more attractive to the caster. Suggest in the descriptions how they can be used.</p><p></p><p>Mage Hand could be more than a cantrip at 1st level. It could be used to sling objects, crush, slam or fling enemies. 2nd level, Clean/Mend, 3rd Lock/Unlock, 4th Invisible Chest(not just a floating disc), 5th an Invisible shelter for the party that increases in size and functionality as the caster levels-up.</p><p></p><p>Grow/Shrink at 1st level will allow casters or allies to take on giant qualities, or benefit from tiny qualities when exploring. 2nd level Turning armor into wood for example, or any Object material into another Object material, 3rd Disguise the caster or ally by transforming them. Or turning an enemy into a frog. 4th Baleful Polymorph 5th turning an enemy into an object material. </p><p></p><p>For the assault spells, have each element do something different. Force can also do weapon damage. </p><p></p><p>Force spells, Web at 1st level, Magic Missile at 1st which instead of being just a laser which is similar to other spells, make it a spell which uses a sling object, dagger, or bead combined with force to attack the enemy, 2nd Enchanting a melee weapon, the caster not only does dagger damage but adds force damage to that. 3rd Force Orb, explosive area damage with beads -- weapon and force damage, 4th Pressure Blood, allows the caster to attack an enemy's intelligence instead of the armor class, explodes the enemy from the inside out with force. </p><p></p><p>Take the force ideas and combine them with Fire Spells, Lightning Spells, and Ice Spells.</p><p></p><p>Combine all the telepathic spells.</p><p></p><p>Combine all the illusionary spells. </p><p></p><p>Combine all the charm spells like Sleep, Hold Person(Monster) and give them to the cleric.</p><p></p><p>When working on 5th edition spells, it is important to not have 2 or more spells that are very similar. This leads to the bloat that people hate in previous editions. Each spell/prayer should be unique.</p></blockquote><p></p>
[QUOTE="ren1999, post: 6046791, member: 85179"] O.k. Here are my ideas for spells in 5th edition. Do away with spell level and just give spells a class level limit. For example, only 2nd level casters can learn this spell. Organize spells by what they do and how powerful they are in relation to each other. Gather the Abjuration spells like this. 1st level Shield, 2nd Endure Element, 3rd Dispel Magic, 4th Deflect Magic, 5th Elemental Wall, 6th Ward. All of these spells will be reaction spells and work in a similar way to the fighter's Protect and Parry Maneuvers. Then organize the movement spells. Make them minor (off-hand) actions with no concentration requirements so the caster will use them more in an encounter and not have to waste an attack. 1st level Feather Fall a reaction, 2nd Spider Climb, 3rd Jump, 4th Levitate, 5th Fly. Add swooping charge attack bonuses to Jump and Fly. Organize the phase spells and make them reactions in order to give them added meaning. A caster could levitate in order to avoid being hit for example. 1st level Blink, 2nd Pass Wall, 3rd Teleport, 4th Slow, 5th Invisibility. Try to make every spell useful and add benefits in order to make the spell more attractive to the caster. Suggest in the descriptions how they can be used. Mage Hand could be more than a cantrip at 1st level. It could be used to sling objects, crush, slam or fling enemies. 2nd level, Clean/Mend, 3rd Lock/Unlock, 4th Invisible Chest(not just a floating disc), 5th an Invisible shelter for the party that increases in size and functionality as the caster levels-up. Grow/Shrink at 1st level will allow casters or allies to take on giant qualities, or benefit from tiny qualities when exploring. 2nd level Turning armor into wood for example, or any Object material into another Object material, 3rd Disguise the caster or ally by transforming them. Or turning an enemy into a frog. 4th Baleful Polymorph 5th turning an enemy into an object material. For the assault spells, have each element do something different. Force can also do weapon damage. Force spells, Web at 1st level, Magic Missile at 1st which instead of being just a laser which is similar to other spells, make it a spell which uses a sling object, dagger, or bead combined with force to attack the enemy, 2nd Enchanting a melee weapon, the caster not only does dagger damage but adds force damage to that. 3rd Force Orb, explosive area damage with beads -- weapon and force damage, 4th Pressure Blood, allows the caster to attack an enemy's intelligence instead of the armor class, explodes the enemy from the inside out with force. Take the force ideas and combine them with Fire Spells, Lightning Spells, and Ice Spells. Combine all the telepathic spells. Combine all the illusionary spells. Combine all the charm spells like Sleep, Hold Person(Monster) and give them to the cleric. When working on 5th edition spells, it is important to not have 2 or more spells that are very similar. This leads to the bloat that people hate in previous editions. Each spell/prayer should be unique. [/QUOTE]
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