Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Opinions wanted for 2nd level offensive spells
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="GuardianLurker" data-source="post: 75574" data-attributes="member: 786"><p>Unfortunately, yes. A spell's defining characteristic(s) is the effect it produces, not its level. Given a rigorous, algorithmic manner of rating and combining spell effects, you could accurately set the spell level based on the effect. Unhappily, the potential combination of all the various "components" of a spell make determining the level very much an art. (Heck, people are talking about whether <em>haste</em> and <em>fly</em> are "overpowered" for their level, and both spells have been in the game since its beginning. After thirty-years of play-testing the issue still isn't settled.)</p><p></p><p>The only (admittedly tiresome) way to reliably rate a spell is to postulate its effect, compare to the target, reduce/enhance as appropriate, and repeat until done.</p><p></p><p>Also, keep in mind that not all aspects of a spell are created equal. In the "default" dungeon-crawl environment of 3e, any range longer than close is essentially the same, since encounters will be typically occurring at close range. Now which aspects are worth more, by how much, and so on is going to vary from GM to GM.</p><p></p><p>As for "improved MM", in 2e FR there was a spell called "Major Missile". As I recall, it was *identical* to MM, except there was no missile cap - so a 15th level caster would have 8 missiles instead of 5. It was a 5th level spell. MM is a tricky spell - it's at the high-power end of 1st (as determined by how often and early its taken), so it doesn't take a whole lot of improvement to push it into 2nd, and any substantial change is probably going to push it into 3rd. Now that we have Metamagic feats, a good rule-of-thumb (IMO), is to make a meta-magiced version of a spell one level less when the feat is an integral part. This would mean that a +1 metamagiced MM is probably what you're looking for, placing it solidly in second level. You *might* be able to get away with a +2 metamagic feat, but my guess is that the result would still be a little too powerful for second level.</p><p></p><p>As for the "Lesser Enervation", as someone has suggested, a "tunable" Ray of Enfeeblement is probably right, and the best I've heard so far. The other solution (staying much closer to enervation itself)would be to inflicit penalties equivalent to a negative level, but have them wear off much quicker. (Of course, this is exactly what <em>enervation</em> itself does.) I'd suggest having it wear off in rounds, not hours, if you go this route, as the difference between minutes and hours (from the P.o.V of the original caster) is immaterial (both are longer than the combat it was cast in), probably adding a Fort save to boot. (Again, not all saves are equal; high Fort saves are very common, high Ref save less so, and high Will saves are rare [typically only found with spellcasters].)</p><p></p><p>Oh, and it always helps to place a full write-up, not just a "it's the same as X with the following changes"; having all the capabilities described makes it a lot easier to analyze.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 75574, member: 786"] Unfortunately, yes. A spell's defining characteristic(s) is the effect it produces, not its level. Given a rigorous, algorithmic manner of rating and combining spell effects, you could accurately set the spell level based on the effect. Unhappily, the potential combination of all the various "components" of a spell make determining the level very much an art. (Heck, people are talking about whether [i]haste[/i] and [i]fly[/i] are "overpowered" for their level, and both spells have been in the game since its beginning. After thirty-years of play-testing the issue still isn't settled.) The only (admittedly tiresome) way to reliably rate a spell is to postulate its effect, compare to the target, reduce/enhance as appropriate, and repeat until done. Also, keep in mind that not all aspects of a spell are created equal. In the "default" dungeon-crawl environment of 3e, any range longer than close is essentially the same, since encounters will be typically occurring at close range. Now which aspects are worth more, by how much, and so on is going to vary from GM to GM. As for "improved MM", in 2e FR there was a spell called "Major Missile". As I recall, it was *identical* to MM, except there was no missile cap - so a 15th level caster would have 8 missiles instead of 5. It was a 5th level spell. MM is a tricky spell - it's at the high-power end of 1st (as determined by how often and early its taken), so it doesn't take a whole lot of improvement to push it into 2nd, and any substantial change is probably going to push it into 3rd. Now that we have Metamagic feats, a good rule-of-thumb (IMO), is to make a meta-magiced version of a spell one level less when the feat is an integral part. This would mean that a +1 metamagiced MM is probably what you're looking for, placing it solidly in second level. You *might* be able to get away with a +2 metamagic feat, but my guess is that the result would still be a little too powerful for second level. As for the "Lesser Enervation", as someone has suggested, a "tunable" Ray of Enfeeblement is probably right, and the best I've heard so far. The other solution (staying much closer to enervation itself)would be to inflicit penalties equivalent to a negative level, but have them wear off much quicker. (Of course, this is exactly what [i]enervation[/i] itself does.) I'd suggest having it wear off in rounds, not hours, if you go this route, as the difference between minutes and hours (from the P.o.V of the original caster) is immaterial (both are longer than the combat it was cast in), probably adding a Fort save to boot. (Again, not all saves are equal; high Fort saves are very common, high Ref save less so, and high Will saves are rare [typically only found with spellcasters].) Oh, and it always helps to place a full write-up, not just a "it's the same as X with the following changes"; having all the capabilities described makes it a lot easier to analyze. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Opinions wanted for 2nd level offensive spells
Top