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.
Rocket your D&D 5E and Level Up: Advanced 5E games into space! Alpha Star Magazine Is Launching... Right Now!
Community
General Tabletop Discussion
*TTRPGs General
spells you think are the wrong level
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="Lanefan" data-source="post: 3070773" data-attributes="member: 29398"><p>I find this thread somewhat amusing from my 1e perspective, because 3e has weakened or tossed out completely so many spells whose previous-edition versions were actually useful. You'll get no sympathy from me in suggesting spells are too low level... <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=":)" /> Never mind that the risk of using certain spells has also been taken away (e.g. teleport), and that you can relatively easily cast while in combat, and most spells resolve when cast (no more casting time during which you can be interrupted)...spellcasters have never had it so good!</p><p></p><p>In fact, I'd like to see some spells' power jacked up. First thing: take off <strong>all</strong> damage caps. If a spell does d6 damage per level, then it should do d6 damage per level regardless whether your level is 5th or 50th. (this would solve some of the nerfed-evokers problems also) Second thing: make some spells harder to save against either by putting a straight minus on the save or by using different save mechanics for select spells to break out the save from the class and level...or by having no modifiers whatsoever apply to the roll, for a particularly hard-to-resist spell (sleep vs. low-level types would be a good candidate here)...you just roll the dice, period.</p><p></p><p>Raise Dead is fine where it is, mainly because the game needs such a mechanic. Teleport is fine mainly because so little can be carried (though I'd like to see the small chance of teleporting into solid rock and dying be put back in; even with a small risk, people will think twice before using it) Planeshift is fine, though this silly business of showing up 5-500 miles away from intended destination needs to go (why would the spell *always* miss?). To prevent use as a travel spell, just have it only take you to where you last were on that plane, or the nearest safe substitute...simple solution. <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>There's one exception: I'd like Commune to be more informative, but jumped up to 8th or 9th level as a spell. Nothing ruins the mystery more than a few well-placed Communes...</p><p></p><p>Now, whether all the spells the game has are worth keeping...that's another question entirely. <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>Lanefan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 3070773, member: 29398"] I find this thread somewhat amusing from my 1e perspective, because 3e has weakened or tossed out completely so many spells whose previous-edition versions were actually useful. You'll get no sympathy from me in suggesting spells are too low level... :) Never mind that the risk of using certain spells has also been taken away (e.g. teleport), and that you can relatively easily cast while in combat, and most spells resolve when cast (no more casting time during which you can be interrupted)...spellcasters have never had it so good! In fact, I'd like to see some spells' power jacked up. First thing: take off [B]all[/B] damage caps. If a spell does d6 damage per level, then it should do d6 damage per level regardless whether your level is 5th or 50th. (this would solve some of the nerfed-evokers problems also) Second thing: make some spells harder to save against either by putting a straight minus on the save or by using different save mechanics for select spells to break out the save from the class and level...or by having no modifiers whatsoever apply to the roll, for a particularly hard-to-resist spell (sleep vs. low-level types would be a good candidate here)...you just roll the dice, period. Raise Dead is fine where it is, mainly because the game needs such a mechanic. Teleport is fine mainly because so little can be carried (though I'd like to see the small chance of teleporting into solid rock and dying be put back in; even with a small risk, people will think twice before using it) Planeshift is fine, though this silly business of showing up 5-500 miles away from intended destination needs to go (why would the spell *always* miss?). To prevent use as a travel spell, just have it only take you to where you last were on that plane, or the nearest safe substitute...simple solution. :) There's one exception: I'd like Commune to be more informative, but jumped up to 8th or 9th level as a spell. Nothing ruins the mystery more than a few well-placed Communes... Now, whether all the spells the game has are worth keeping...that's another question entirely. :) Lanefan [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
spells you think are the wrong level
Top