Spells

I can´t stress how much I like the command spell allowing ceativity again.

Although some typical commands are given, the spell is not restricted to those. Back to pre 3.5 spells. :)

And burning hands inflames nonattended objects.

Only thing I missed:
How can the mage leanr new spells?
 

log in or register to remove this ad

I also like the shorter spell descriptions, without the paragraph of rules minutia that cropped up in 3.X.

I don't think the spell module is finished -- probably more details to come in future playtests.
 

I can´t stress how much I like the command spell allowing ceativity again.

Although some typical commands are given, the spell is not restricted to those. Back to pre 3.5 spells. :)

And burning hands inflames nonattended objects.

Only thing I missed:
How can the mage leanr new spells?

For the playtest, the 2nd and 3rd level spells are preselected on the second page of the character sheet. Would be easy enough to swap them out for something else if you want.
 



AD&D has it's own answer. I'd say just let 'em study any spellbook or scroll they come across and roll the dice afterwards, say 1 day of study/spell level. Success means they can learn it and copy it over. Failure means waiting 'till next class level to try again.

Code:
Ability Score 	
	Chance to Know Each Listed Spell 	
		Minimum Number of Spells/Level 	
			Maximum Number of Spells/Level 	
9 	35% 	4 	6
10-12 	45% 	5 	7
13-14 	55% 	6 	9
15-16 	65% 	7 	11
17 	75% 	8 	14
18 	85% 	9 	18 
19 	95% 	11 	All

All this has to do with Adventure Creation guidelines and Treasure Distribution in relation to spells and magic in the world. Plus some luck.

EDIT: Oh, if you absolutely have to, just change column 2 into a d20 roll for purposes of uniformity.
 

Or use just a DC 5+spell level int check. (without beeing able to circumvent it with a high enough ability) Which will more or less be in line with those percentages for low level spells.
 

I like seeing the return of Continual Light. Not that there was anything wrong with Continual Flame but still... Cont Light evokes a lot of nostalgia.
 

I hate the wall-of-text spell descriptions. When I need to look up the range of charm person*, I want the range right up at the top with a bold label that says Range:

*and why should I have to crack a different book to look it up? All relevant monster abilities need to be in the monster stat block. Monsters should not have spell lists! And player character sheets should have their spells' relevant information (briefly) on the sheet itself. Let's not go back to each player needing a briefcase (or, these days, a laptop) to play!
 


Remove ads

Top