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Unearthed Arcana: Starter Spells; Plus UA Returning To Monthly & Sage Advice Returning
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<blockquote data-quote="AriochQ" data-source="post: 7712647" data-attributes="member: 6793324"><p>Ceremony - A nice flavor spell that adds to RP but the bonuses seem contrived.</p><p></p><p>Guiding Hand - Considering exploration is one of the "Three Pillars of Adventure", I am not a fan of this spell. Sure it is a straight line path, and that can lead to obstacles and such, but it just seems unnecessary.</p><p></p><p>Infestation - We seem to be drifting back into the chess piece battles of 4e with the movement controlling effects that are appearing. I would prefer to not travel down that road as I did not enjoy it in 4e.</p><p></p><p>Puppet - Seems a tad overpowered with the ability run someone off of a cliff. Also, like Infestation above, we are drifting back into the chess piece type battles. I also think the movement and disarm effect is a tad overpowered for a 1st level spell, even if they limited the movement effect with some caveat about not being able to cause damage to the target or some such.</p><p></p><p>Unearthly Chorus - Can we say awkward? You are being followed around by music of your choice and you get advantage on Charisma checks? I would think everyone in 100 feet would be wondering wtf was going on and probably ignore you while trying to find the source of the music! I like the concept, just not the implementation. I would have rather seen the spell fashioned after the 'Voice' from Dune (Frank Herbert). i.e. You cast the spell and your voice takes on harmonic tones making it difficult to resist, you get advantage on Charisma (Performance) checks.</p><p></p><p>Wild Cunning - Most of the effects seem pretty useless given the range is 120 feet. If you are an adventurer and unable to recognize someplace you could use as shelter within 120 feet, it is time to find a new profession. Keep the part about spirits setting up and breaking down camp, but turn it into a cantrip. No one is going to burn a first level spell because they are too lazy to spend the time walking 100 feet to look for water!</p><p></p><p>Zephyr Strike > True Strike - True Strike is a near useless spell and they should just replace it with Zephyr Strike.</p></blockquote><p></p>
[QUOTE="AriochQ, post: 7712647, member: 6793324"] Ceremony - A nice flavor spell that adds to RP but the bonuses seem contrived. Guiding Hand - Considering exploration is one of the "Three Pillars of Adventure", I am not a fan of this spell. Sure it is a straight line path, and that can lead to obstacles and such, but it just seems unnecessary. Infestation - We seem to be drifting back into the chess piece battles of 4e with the movement controlling effects that are appearing. I would prefer to not travel down that road as I did not enjoy it in 4e. Puppet - Seems a tad overpowered with the ability run someone off of a cliff. Also, like Infestation above, we are drifting back into the chess piece type battles. I also think the movement and disarm effect is a tad overpowered for a 1st level spell, even if they limited the movement effect with some caveat about not being able to cause damage to the target or some such. Unearthly Chorus - Can we say awkward? You are being followed around by music of your choice and you get advantage on Charisma checks? I would think everyone in 100 feet would be wondering wtf was going on and probably ignore you while trying to find the source of the music! I like the concept, just not the implementation. I would have rather seen the spell fashioned after the 'Voice' from Dune (Frank Herbert). i.e. You cast the spell and your voice takes on harmonic tones making it difficult to resist, you get advantage on Charisma (Performance) checks. Wild Cunning - Most of the effects seem pretty useless given the range is 120 feet. If you are an adventurer and unable to recognize someplace you could use as shelter within 120 feet, it is time to find a new profession. Keep the part about spirits setting up and breaking down camp, but turn it into a cantrip. No one is going to burn a first level spell because they are too lazy to spend the time walking 100 feet to look for water! Zephyr Strike > True Strike - True Strike is a near useless spell and they should just replace it with Zephyr Strike. [/QUOTE]
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