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Spells: The Essentials
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<blockquote data-quote="steeldragons" data-source="post: 5820342" data-attributes="member: 92511"><p>Hey Neon! Long time no see. Hope all's well.</p><p></p><p>I figure Silent Image would go into the "cantrippy" spells as well...with improving/greater "Phantasmal Force"-esque (Minor Image, Major Image, Super-DUPER Image) to come in other higher levels.</p><p> </p><p></p><p></p><p>Very true. I'd like to see Polymorphs back in the game...but yeah, what were they 3rd level originally? Too low. I'd make them 4th at least!</p><p></p><p>Or, like Polymorph Self, 3rd...maybe...and Polymorph Other (Baleful Transformation) aas 4th or even higher.</p><p> </p><p></p><p></p><p>Eh. I was just reaching to get the 10 spells in...and seemed we could use another defensive-type spell. "Hittin' the wizard in the back" is a fairly common tactic when the guy in the funny robes starts talkin' gibberish and waving his arms. Blocking arrows, stones, spears, anything that might be able to reach him/her seemed something most mages would want at their disposal.</p><p></p><p></p><p></p><p>Well, originally, other than the -1 to evil attacks and/or +1 to saves (I don't recall exactly the spell entails/entailed that way in later editions), the Pro from Evil was kinda the MU's "magic circle" kinda thing. A ring of salt, so to speak. So, aside from the minor mechanical +' or -'s, it staved off attack from Undead, Demons, Elementals, Magical Beings (like Gargoyles) simply <em>could not</em> attack the mage. They couldn't "get to him" because of the mystical interference.</p><p></p><p>Had more to do with the "nature" of the creatures, than actual being "evil."</p><p></p><p>So, it seems to me, a basic "1st grade" kinda of spell for anyone dealing in the occult would need to have...even if it just meant casting it and hightailing it outta there before the spell wore off and the elemental could pummel you into paste.</p><p></p><p>Could always rebrand it, as such, to "Protection from Magic" or "Protection from Arcane Creatures" or some such.</p><p></p><p></p><p></p><p>I said nothing about what would be added in other books. I'm just thinking for pure simplicity's and ease of "start up" sake. New players don't (or rather, I don't believe <em>should</em>) need hundreds of pages of spell descriptions to get started.</p><p></p><p>If the spread/selection is good...there's no reason one might need more spells. You'd never be able to cast all ten (of any particular spell level) in a single day. Might cut down on the "No fair, mage's can do ANYthing" arguments also.</p><p></p><p></p><p></p><p>I see this pov a lot. Never had such problems in my own games. But I can't say it's not valid. Charm person, Invisibility and Fly all had very precise duration limitations as well as limitations of use. Effecting one person for a limtied amount of time is not really so incredibly disruptive, imo.</p><p></p><p></p><p></p><p>Guilty as charged. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> Was just workin' off of what I know...and has been around the longest...the "classic" D&D spells is kinda the point of the post.</p><p></p><p></p><p></p><p>Oh, definitely. But most of those are higher level than I presented. Mage armor, for sure, should go in the 1st level list. </p><p></p><p></p><p>Again, higher level than I initially listed, but valid. "Aid" I kinda thought was more like Chant...and Entangle and Flame Sword, of course, would go in the Druid/Nature spell lists (assuming there is a distinction from the Clerical) and/or in a "Plant" and "Elemental", respectively, Clerical Domain/Sphere list...again, assuming they use those. </p><p></p><p>But I would certainly see everything on those lists being counted as "Classic" D&D spells. Yes.</p><p></p><p></p><p></p><p>Good point on the Cont' Light. The Hold Person, for Clerics always stuck me as apropos. A spell, that didn't cause damage or harm, but could be used defensively or offensively as one of the Cleric's <em>few</em> real "combat-relative spells, not usable before 3rd level...and realistically, not usable at high levels either as higher level foes would almost certainly make their saves. But gave the cleric a nice "breathing space" in the interrum.</p><p></p><p></p><p></p><p>Interesting concept. I am hoping that "conditions" go the way of the dodo. But an interesting "magic must fight magic" idea.</p><p></p><p></p><p></p><p>I'm not sure what/how you mean? Like, Arcane can effect environments but not people or something? Feel free to elaborate.</p><p></p><p></p><p></p><p>Definitely. And it great for flavor. I limit my campaign/game world spell lists quite a bit for what this cleric from this temple of this god can cast, that this other temple's clerics can't...Specialist mage schools as heavily altered in my world. The schools are <em>defined </em>by what you can cast any, some of or no access at all! None of this I can decide what I don't want to learn, silliness. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>Ah, Chromatic Orb...Loved that spell. The Illusionist's mini-contained-prismatic spray. Always kept it (albeit altered a bit) in my games.</p><p></p><p>Not sure what the rest of these do...but they sound cool...and rather high level.</p><p></p><p>--SD</p></blockquote><p></p>
[QUOTE="steeldragons, post: 5820342, member: 92511"] Hey Neon! Long time no see. Hope all's well. I figure Silent Image would go into the "cantrippy" spells as well...with improving/greater "Phantasmal Force"-esque (Minor Image, Major Image, Super-DUPER Image) to come in other higher levels. Very true. I'd like to see Polymorphs back in the game...but yeah, what were they 3rd level originally? Too low. I'd make them 4th at least! Or, like Polymorph Self, 3rd...maybe...and Polymorph Other (Baleful Transformation) aas 4th or even higher. Eh. I was just reaching to get the 10 spells in...and seemed we could use another defensive-type spell. "Hittin' the wizard in the back" is a fairly common tactic when the guy in the funny robes starts talkin' gibberish and waving his arms. Blocking arrows, stones, spears, anything that might be able to reach him/her seemed something most mages would want at their disposal. Well, originally, other than the -1 to evil attacks and/or +1 to saves (I don't recall exactly the spell entails/entailed that way in later editions), the Pro from Evil was kinda the MU's "magic circle" kinda thing. A ring of salt, so to speak. So, aside from the minor mechanical +' or -'s, it staved off attack from Undead, Demons, Elementals, Magical Beings (like Gargoyles) simply [I]could not[/I] attack the mage. They couldn't "get to him" because of the mystical interference. Had more to do with the "nature" of the creatures, than actual being "evil." So, it seems to me, a basic "1st grade" kinda of spell for anyone dealing in the occult would need to have...even if it just meant casting it and hightailing it outta there before the spell wore off and the elemental could pummel you into paste. Could always rebrand it, as such, to "Protection from Magic" or "Protection from Arcane Creatures" or some such. I said nothing about what would be added in other books. I'm just thinking for pure simplicity's and ease of "start up" sake. New players don't (or rather, I don't believe [I]should[/I]) need hundreds of pages of spell descriptions to get started. If the spread/selection is good...there's no reason one might need more spells. You'd never be able to cast all ten (of any particular spell level) in a single day. Might cut down on the "No fair, mage's can do ANYthing" arguments also. I see this pov a lot. Never had such problems in my own games. But I can't say it's not valid. Charm person, Invisibility and Fly all had very precise duration limitations as well as limitations of use. Effecting one person for a limtied amount of time is not really so incredibly disruptive, imo. Guilty as charged. ;) Was just workin' off of what I know...and has been around the longest...the "classic" D&D spells is kinda the point of the post. Oh, definitely. But most of those are higher level than I presented. Mage armor, for sure, should go in the 1st level list. Again, higher level than I initially listed, but valid. "Aid" I kinda thought was more like Chant...and Entangle and Flame Sword, of course, would go in the Druid/Nature spell lists (assuming there is a distinction from the Clerical) and/or in a "Plant" and "Elemental", respectively, Clerical Domain/Sphere list...again, assuming they use those. But I would certainly see everything on those lists being counted as "Classic" D&D spells. Yes. Good point on the Cont' Light. The Hold Person, for Clerics always stuck me as apropos. A spell, that didn't cause damage or harm, but could be used defensively or offensively as one of the Cleric's [I]few[/I] real "combat-relative spells, not usable before 3rd level...and realistically, not usable at high levels either as higher level foes would almost certainly make their saves. But gave the cleric a nice "breathing space" in the interrum. Interesting concept. I am hoping that "conditions" go the way of the dodo. But an interesting "magic must fight magic" idea. I'm not sure what/how you mean? Like, Arcane can effect environments but not people or something? Feel free to elaborate. Definitely. And it great for flavor. I limit my campaign/game world spell lists quite a bit for what this cleric from this temple of this god can cast, that this other temple's clerics can't...Specialist mage schools as heavily altered in my world. The schools are [I]defined [/I]by what you can cast any, some of or no access at all! None of this I can decide what I don't want to learn, silliness. :) Ah, Chromatic Orb...Loved that spell. The Illusionist's mini-contained-prismatic spray. Always kept it (albeit altered a bit) in my games. Not sure what the rest of these do...but they sound cool...and rather high level. --SD [/QUOTE]
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