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Unearthed Arcana: Starter Spells; Plus UA Returning To Monthly & Sage Advice Returning
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<blockquote data-quote="Sword of Spirit" data-source="post: 7712573" data-attributes="member: 6677017"><p>I like some of these spells. It's a good article overall.</p><p></p><p>I am concerned about <em>guiding hand</em> negating too much adventure. It probably wouldn't exist in my campaigns, or if it did it would be significantly higher level.</p><p></p><p>I really like <em>toll the dead</em> for some reason. It will get some good use in my campaign.</p><p></p><p>I'm not a fan of <em>virtue.</em> I don't see many reasons to use it on a regular basis, and cantrips should be something you want to use on a regular basis.</p><p></p><p>I thought <em>ceremony </em>was interesting, but I'm not sure I really want it in the game. The investiture benefit is too powerful, creating holy water <em>already has rules</em>* (see the Equipment chapter of the PHB/Basic Rules), and I don't like the little temporary bonuses for non-adventuring ceremonies. I also think it works better as a downtime activity or set of little rules for holy people (like the holy water equipment rules). They can just say in certain places that if a cleric or paladin performs funeral rites a corpse is immune to becoming undead for 24 hours, no spell needed.</p><p></p><p>Since someone mentioned healing elixir and <em>potions of healing</em>, it is worth noting that there already are rules for creating permanent <em>potions of healing</em>--two different ways in fact. Proficient use of an herbalism kit allows you to craft them using the crafting rules, and the magical item creation rules allow a caster (including a wizard) to make them faster. So this spell is just a cheaper way for a wizard or warlock to whip them up quickly for more or less immediate usage.</p><p></p><p>*Granted, since clerics and paladins would get the spell if it became official, it would actually mean that the equipment rules basically were just referencing that spell, since the have the same requirement of 25gp silver, an hour, and a 1st level spell slot.</p><p></p><p></p><p></p><p>The ship has most definitely not sailed (at least, not in the sense that <em>ceremony</em> is a done deal). It's a playtest article, so we decide whether or not any spell in here becomes a part of the game by our responses to the survey.</p></blockquote><p></p>
[QUOTE="Sword of Spirit, post: 7712573, member: 6677017"] I like some of these spells. It's a good article overall. I am concerned about [I]guiding hand[/I] negating too much adventure. It probably wouldn't exist in my campaigns, or if it did it would be significantly higher level. I really like [I]toll the dead[/I] for some reason. It will get some good use in my campaign. I'm not a fan of [I]virtue.[/I] I don't see many reasons to use it on a regular basis, and cantrips should be something you want to use on a regular basis. I thought [I]ceremony [/I]was interesting, but I'm not sure I really want it in the game. The investiture benefit is too powerful, creating holy water [I]already has rules[/I]* (see the Equipment chapter of the PHB/Basic Rules), and I don't like the little temporary bonuses for non-adventuring ceremonies. I also think it works better as a downtime activity or set of little rules for holy people (like the holy water equipment rules). They can just say in certain places that if a cleric or paladin performs funeral rites a corpse is immune to becoming undead for 24 hours, no spell needed. Since someone mentioned healing elixir and [I]potions of healing[/I], it is worth noting that there already are rules for creating permanent [I]potions of healing[/I]--two different ways in fact. Proficient use of an herbalism kit allows you to craft them using the crafting rules, and the magical item creation rules allow a caster (including a wizard) to make them faster. So this spell is just a cheaper way for a wizard or warlock to whip them up quickly for more or less immediate usage. *Granted, since clerics and paladins would get the spell if it became official, it would actually mean that the equipment rules basically were just referencing that spell, since the have the same requirement of 25gp silver, an hour, and a 1st level spell slot. The ship has most definitely not sailed (at least, not in the sense that [I]ceremony[/I] is a done deal). It's a playtest article, so we decide whether or not any spell in here becomes a part of the game by our responses to the survey. [/QUOTE]
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