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Community
General Tabletop Discussion
Level Up: Advanced 5th Edition (A5E)
Spells: Winners and Losers
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<blockquote data-quote="RangerWickett" data-source="post: 8454293" data-attributes="member: 63"><p>I'll take credit for the cauldron-linked idea. I remember when converting the ZEITGEIST one-shot Bonds of Forced Faith to 5e that it was really frustrating how short the durations of the curses were. This was an adventure where the villains were a coven of witches, and part of the fun of the original 4e and PF versions was that the party got assailed with multiple obnoxious but not character-killing curses, and you only had so many remove curse usages, so people were going to go into the final combat with a variety of curses limiting their options.</p><p></p><p>The cauldron-link seemed like a good way to justify longer durations (and letting witches have more than one curse active, instead of having to concentrate on only one).</p><p></p><p>---</p><p></p><p>I will say, I still think astral projection needed a fix.</p><p></p><p>In previous editions, when you went to a new plane from the Astral using this spell, it made you a totally new, totally fake body and all your gear, and you could walk around that plane being nigh-unkillable too. This was too strong and also caused issues with questions about item-duplication. But now the spell feels indistinct from gate. </p><p></p><p>Both let you travel between planes, but gate lets you <em>yoink</em> a being if you know its true name. </p><p></p><p>I wanted to change astral projection back to the 'create a duplicate of yourself when you land in a new plane' for astral projection? And just add that any items that are away from your astral body for more than a minute cease to exist, and any charges expended are drained from the real items too.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8454293, member: 63"] I'll take credit for the cauldron-linked idea. I remember when converting the ZEITGEIST one-shot Bonds of Forced Faith to 5e that it was really frustrating how short the durations of the curses were. This was an adventure where the villains were a coven of witches, and part of the fun of the original 4e and PF versions was that the party got assailed with multiple obnoxious but not character-killing curses, and you only had so many remove curse usages, so people were going to go into the final combat with a variety of curses limiting their options. The cauldron-link seemed like a good way to justify longer durations (and letting witches have more than one curse active, instead of having to concentrate on only one). --- I will say, I still think astral projection needed a fix. In previous editions, when you went to a new plane from the Astral using this spell, it made you a totally new, totally fake body and all your gear, and you could walk around that plane being nigh-unkillable too. This was too strong and also caused issues with questions about item-duplication. But now the spell feels indistinct from gate. Both let you travel between planes, but gate lets you [I]yoink[/I] a being if you know its true name. I wanted to change astral projection back to the 'create a duplicate of yourself when you land in a new plane' for astral projection? And just add that any items that are away from your astral body for more than a minute cease to exist, and any charges expended are drained from the real items too. [/QUOTE]
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Level Up: Advanced 5th Edition (A5E)
Spells: Winners and Losers
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