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
Should Cure and Inflict Wounds should be touch 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="Ainamacar" data-source="post: 6107645" data-attributes="member: 70709"><p>The current version of Cure Wounds already embraces the notion of casting in higher level slots for more healing. Would giving the spell touch range and building "distance spell" right into the spell for +1 or +2 levels be an acceptable compromise? Or perhaps it is the one that leaves neither of you particularly happy, especially since it means there is more than one possible use for casting a spell in a higher-level slot.</p><p></p><p>My own preference is that the more-or-less minimally useful version of the spell to be the base one (perhaps even a cantrip) and then give each one a balanced (i.e. neither too deep nor too broad) tree that the character can choose to expand upon in some way with training. "Universal" improvements like range, casting time, intensity, number of targets etc. can be baked into the spell itself, while those that depend more on the nature of the caster (domain, shared faith, special training, etc.) and don't really affect the fundamental utility of the spell can be done as feats. I like the idea that some casters learn a dozen unique spells, while others might learn only 5 but really flesh out what is possible with those 5. (This sort of thing is more common in systems with point-based character advancement, but often that is in an attempt to be a universal mix-and-match system, while here they can be a bit more tailored to individual spells or themes. Plus, it greatly reduces the need to design entire new spells from scratch every time a designer thinks of an interesting wrinkle.)</p><p></p><p>In my homebrew Heal scales from a standard action touch-based spell to a high-level minor/reaction/quickened/whatever ranged spell that affects multiple targets. A cantrip like Light starts as a minor action short-range spell that lasts for 10 minutes, but improvements include longer duration, multiple sources, light cast over greater areas, overcoming magical darkness from weaker sources, visible only within the light itself, and even cast shadows from invisible objects. Even a simple non-combat cantrip like Rapid Reading (cf. Scholar's Touch) which counts as a "single solid reading" of a few pages as a standard action scales up to a high-level version that grants perfect recall and understanding befitting "significant study" of up to many thousands of pages. In all cases the caster specifically opts-in to those extra abilities, and the basic version of each spell tends to be very simple, so I feel the increased complexity enters very gracefully.</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 6107645, member: 70709"] The current version of Cure Wounds already embraces the notion of casting in higher level slots for more healing. Would giving the spell touch range and building "distance spell" right into the spell for +1 or +2 levels be an acceptable compromise? Or perhaps it is the one that leaves neither of you particularly happy, especially since it means there is more than one possible use for casting a spell in a higher-level slot. My own preference is that the more-or-less minimally useful version of the spell to be the base one (perhaps even a cantrip) and then give each one a balanced (i.e. neither too deep nor too broad) tree that the character can choose to expand upon in some way with training. "Universal" improvements like range, casting time, intensity, number of targets etc. can be baked into the spell itself, while those that depend more on the nature of the caster (domain, shared faith, special training, etc.) and don't really affect the fundamental utility of the spell can be done as feats. I like the idea that some casters learn a dozen unique spells, while others might learn only 5 but really flesh out what is possible with those 5. (This sort of thing is more common in systems with point-based character advancement, but often that is in an attempt to be a universal mix-and-match system, while here they can be a bit more tailored to individual spells or themes. Plus, it greatly reduces the need to design entire new spells from scratch every time a designer thinks of an interesting wrinkle.) In my homebrew Heal scales from a standard action touch-based spell to a high-level minor/reaction/quickened/whatever ranged spell that affects multiple targets. A cantrip like Light starts as a minor action short-range spell that lasts for 10 minutes, but improvements include longer duration, multiple sources, light cast over greater areas, overcoming magical darkness from weaker sources, visible only within the light itself, and even cast shadows from invisible objects. Even a simple non-combat cantrip like Rapid Reading (cf. Scholar's Touch) which counts as a "single solid reading" of a few pages as a standard action scales up to a high-level version that grants perfect recall and understanding befitting "significant study" of up to many thousands of pages. In all cases the caster specifically opts-in to those extra abilities, and the basic version of each spell tends to be very simple, so I feel the increased complexity enters very gracefully. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Should Cure and Inflict Wounds should be touch spells?
Top