PHB II - the new kinds of spell

Plane Sailing

Astral Admin - Mwahahaha!
There are two kinds of spell which I've seen for the first time in PHBII which I think break new ground in brilliant spell design, and I don't say that often. (forgive me if they appeared in the complete`(x)/spell compendium/somewhere else already!)

Firstly, I love the three channelled spells, and I'd love to see more of them. Basically they are spells where you an choose the casting time (swift, 1 action, 1 full round, 2 full rounds) and the effects improve with the higher casting time (as more energy is 'channelled' into the spell). Plus you choose your casting time AT casting time. Excellent flexibility.

Secondly, I love the spells that work over a period of time like Call of Stone: a 4th level spell, it slowly turns the target into stone. It lasts for level/2 rounds, and you have to make a Fortitude save every round. Any time you fail the Fort save you get -2 Dex and a 10ft penalty to movement. If you fail four or more saves you turn to stone. So much more flavourful than 'save or die', but still keeping the element of risk (and the opportunity to take some dramatic action to attempt to offset the effect).

I'm not one for speculating on 4e-ness, but I think these two kinds of spell show a dramatically good direction that 4e magic could take when it eventually rolls around. I could just picture disintegration working in a similar manner to Call of Stone, and a whole range of evocation spells with swift/standard/full round/two full round options for scaling them just for starters.

Many congratulations to the designers who came up with these ideas (whether it was here or in some other source originally) because I think both of them break new ground in flavour and playability.

Cheers
 

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I also loved the idea of spells that are part of more than one school of magic, even though there's only one example that I noticed on my first pass through. Anything that expands the design and options of the game, even in small ways, is great.
 

Plane Sailing said:
Firstly, I love the three channelled spells, and I'd love to see more of them.Secondly, I love the spells that work over a period of time ..

Very cool ideas, both of them. One for the flexibility, where magic feels more like a skill you've learned, and two, the tension this adds. We had a very cool time when one of our party members was level-drained. Unable to do much of anything else, we waited, tensely, until the 'crisis' came (when he has the make the save to see if it's permanent) and then used every effort we had to up his saving throw to keep him from this dire fate. I can see that same sort of thing going on with the 'period of time' spells.
 

Frozen DM said:
I also loved the idea of spells that are part of more than one school of magic, even though there's only one example that I noticed on my first pass through. Anything that expands the design and options of the game, even in small ways, is great.

Hate these with a passion. From the look of it, the only reason these spells are Dual is to take advantage of the "Conjuration=No SR" idiocy introduced in CAr.

OTOH, channeled and duration-save-or-dies are fantastic.
 

Plane Sailing said:
Secondly, I love the spells that work over a period of time like Call of Stone: a 4th level spell, it slowly turns the target into stone. It lasts for level/2 rounds, and you have to make a Fortitude save every round. Any time you fail the Fort save you get -2 Dex and a 10ft penalty to movement. If you fail four or more saves you turn to stone. So much more flavourful than 'save or die', but still keeping the element of risk (and the opportunity to take some dramatic action to attempt to offset the effect).

This can actually be seen in existing spells to some degree, such as heat metal or even storm of vengeance. It's nice to see design using isolated spell effects like this and expanding upon them.

Cheers,
Cam
 

Plane Sailing said:
Secondly, I love the spells that work over a period of time like Call of Stone: a 4th level spell, it slowly turns the target into stone. It lasts for level/2 rounds, and you have to make a Fortitude save every round. Any time you fail the Fort save you get -2 Dex and a 10ft penalty to movement. If you fail four or more saves you turn to stone. So much more flavourful than 'save or die', but still keeping the element of risk (and the opportunity to take some dramatic action to attempt to offset the effect).
Yay! I wanted that effect in game since Final Fanasy 4.

Marshall said:
Hate these with a passion. From the look of it, the only reason these spells are Dual is to take advantage of the "Conjuration=No SR" idiocy introduced in CAr.
Sadly, it was started with Melfs acid arrow in the PHB. IMHO the only time a conjuration attack spell should ignore SR is when it drops a giant, called, nonmagical rock on the victim allowing for a reflex save and DR. It seems there is a race to get spells and abilities that get around AC, DR, ER, saves & SR. all at once.
 
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I also like the inclusion of the "end this spell early to get one really big benefit instantly" spells. Monte did these back in the original Book of Eldritch Might, so it's not a new concept by any means, but it's nice to see WotC including them.
 


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