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
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