Takin' a Stab at Spells...

steeldragons

Steeliest of the dragons
No, sorry, this is not about martial abilities or theiving sneak attacks. This is a completely hypothetical swing at spell descriptions, crunch, fluff, etc. that have percolated around in me brain from Morrus' "is this a thing" thread, the assortment of "iconic spells" threads, and some discussions on scaling spells effects...just magicky stuff in general.

Just going to write up a "sample/example" completely hypothetical spell entry for 5e (which, obviously must have some salt taken with it as we don't know precise 5e mechanics for pretty much anything).

So, here goes...with possibly the most iconic D&D spell...

Magic Missile

(Evocation)
Effect: 1 bolt per 2 caster levels of arcane energy that magically always strikes its target (no "to hit/attack" roll necessary).
Damage: d4 +1 per level, per bolt
Range: 10' +10'/level
Duration: Instantaneous or see below.

This spell generates a dart or shard of arcane energy (any hue the player desires). The bolt fires unerringly at the caster's chosen target(s) dealing magical energy damage. Once cast, the Magic Missile(s) may be "held" or kept by the caster up to 1 round per caster level after which they must be fired or the magic dismissed.

As the caster increases in level, the number of mystic bolts able to be fired increases at a rate of 1 every other level of the caster (2 missiles @ 3rd level, 3 @ 5th, etc.). Multiple missiles may be directed to different targets as long as each target is within the mage's line of sight. The mage may opt to combine multiple missiles into a single blast, damage combining as normal. i.e. 3 Magic Missiles combined in a single bolt would do 3d4 +3 of energy damage.

It should be noted a Shield or Mage Armor spell will block the Magic Missile and, in turn, possibly negate the defensive spell as well (depending on the amount of damage delivered to the Shield or Mage Armor).


Too crunchy? Too fluffy? Not enough of either? Too long? Too vague?

--SD
 

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I'd like to get rid of superfluous entries like the "Duration" entry for Magic Missle. Not every spell needs every entry. At the same time I'd include the Effect entry as the first sentence in the spell description.

Specific mechanics aside (I like a magic missile that could miss :)); this is what my simple magic missile entry would look like:



Magic Missile
Evocation * Force
Range: 50 feet (10 spaces)
Saving Throw: Dexterity

The wizard shots a bolt of arcane energy from his fingertips at a chosen target dealing 1d6 + Int mod force damage.



The stat section gives you mechanical information that you need before the spell goes off, the prose text gives the effect, targets, damage etc. in a clear and concise way. If you got an area spell add an area entry, if it's a buff spell ad a duration entry in the mechanical statblock. I hate seperate attack, damage, effect, trigger, target entries. Super superfluous. This is what makes the 4E powers hard to read.

Nice. Simple. Clean. Give this simple spell description a casual gamer and he should be getting the jist of it in 1 minute. :)

-YRUSirius
 
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Magic Missile will probably look a lot like the 3.5 entry but with a 4E twist as it will probably be regulated to an at-will.

Magic Missile
(Evocation, Force, Trainable-At Will)
Standard Action- Ranged Medium (100ft +10ft/level)
Target: One creature per two caster levels to a maximum of 5 missiles at level 9.

A missile of magical energy darts forth from your fingertip and strikes its target, dealing 1d4+1 points of force damage.

The missile strikes unerringly, even if the target is in melee combat or has less than total cover or total concealment. Specific parts of a creature can’t be singled out. Inanimate objects are not damaged by the spell.

For every two caster levels beyond 1st, you gain an additional missile—two at 3rd level, three at 5th, four at 7th, and the maximum of five missiles at 9th level or higher. If you shoot multiple missiles, you can have them strike a single creature or several creatures, however, no two creatures may be more than 15ft apart. A single missile can strike only one creature. You must designate targets before you check for spell resistance or roll damage.
 

I'd remove the Standard Action entry, because if casting a spell is a standard action as a rule you only have to give entries for the exceptions of that.

-YRUSirius
 

The way you guys are describing magic missile, it's a trap. Sleep will always be a better choice as long as you have to spend one of your few spell slots to do the same damage you can do with a sling.

Why not give them 5d4 points of damage with a magic missile straight off? Then you can actually instantly kill one or two low level monsters, which would make it comparable to rendering 2d8 HD of creatures helpless (and therefore dead next round).
 

The way you guys are describing magic missile, it's a trap. Sleep will always be a better choice as long as you have to spend one of your few spell slots to do the same damage you can do with a sling.

I don't feel that's really relevant for the purpose of this thread, because it's all a question about how you balance the spells with each other. Either you lessen the effect of sleep, or you improve the effect of magic missile. Or you do something like give every wizard a free at-will magic missile or you have 20 spell levels (magic missile is level 1 and sleep is level 2) or... or... or... :P

-YRUSirius
 

One serious problem with your write-up. We already know that spells will not get better as caster gains levels, so you have to remove all indications of that mechanic from magic missile's description.
After that, you have to decide if you want to add some sort of augmentation mechanic. If yes, what sort.
 

My stab at it:

MAGIC BOLT
Evocation * Force * At-Will

Difficulty: Spellcraft (Int) vs. Armor (Con)
Range: Long (100 ft.)*
Effect: 1d6 damage
Complexity: V,S * Instant
A magical arrow-like force races from your position to strike the target you point at
Enhancement: +1 target or +1d6 damage**

KNOCK
Alteration * Recharge

Difficulty: Spellcraft (Int) vs. Workmanship
Range: Short (30 ft)
Effect: Locked item is unlocked
Complexity: V,S,M * 1d10 rounds
You open a formerly locked, barred or otherwise fastened item for easy access.
Enhancement: +2 to Spellcraft check

Personally, I'd like to see the spell "look" be as bare boned as I want to, so if I want to describe my Magic bolt as being shot from a manifestation of Death with a bow vs. the typical "green arrow", or I wanted The Knock spell to appear as if a dozen tiny sprites climb out of my pocket to pick the lock, I can do so without going against the rules.


* This would a "range increment", so for each 100', it'd be a -2 penalty to the check.

** You increase the spell level by +1 to gain one of these effects
 

Can't we bump the Magic Missile Damage to 1d12.

I can't understand the attraction to Magic Missile at 1d4+1.

An absolutely definite hit with a dagger. Once. Woop-de-doo.

Besides the D12 needs something to do.
 


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