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<blockquote data-quote="DreamChaser" data-source="post: 1106901" data-attributes="member: 1190"><p></p><p></p><p>This one requires lots more work than the last one. The idea of spell chains is hardly new but it has never been implemented in a way that really made it worth while. That is until Wheel of Time came along. They implemented the idea of multi-level spells. A spell with a single effect that becomes more powerful as you spend higher level spell slots on it.</p><p></p><p>A list of spells from the player's handbook that fall into spell chains follows.</p><p>General:</p><p>Dispel: Dispel Magic (3), Greater Dispelling (6)</p><p>Dominate: Dominate Person (5), Dominate Monster (9)</p><p>Energy Ward: Endure Energy (1), Resist Energy (2), Protection from Energy (3)</p><p>Fear: Cause Fear (1), Scare (2), Emotion: Fear (4)</p><p>Geas: Lesser Geas (4), Geas (6)</p><p>Hold: Hold Person (3), Hold Monster (5)</p><p>Light: Light (0), Daylight (2)</p><p>Magic Weapon: Magic Weapon (1), Greater Magic Weapon (3)</p><p>Mystic Search: Locate Object (2), Locate Creature (4), Discern Location (8)</p><p>Protection: Protection (1), Magic Circle against C, E, G, L (3)</p><p>Scry: Scrying (4), Greater Scrying (7)</p><p>Summon Monster I-IX</p><p></p><p>ARCANE</p><p>Apport: Teleport (5), Vanish (6), Teleport, Greater (7), Rapid Journey (8), Teleport Circle (9)</p><p>Bigby’s Hand: Interposing Hand (5), Forceful Hand (6), Grasping Hand (7), Clenched Fist (8), Crushing Hand (9)</p><p>Charm: Charm Person (1), Charm Monster (4) , Mass Charm (8)</p><p>Confuse: Confusion (4), Insanity (7)</p><p>Create Illusion: Silent Image (1), Minor Image (2), Major Image (3), Persistent Image (4), Programmed Image (5), Permanent Image (6)</p><p>Creation: Minor Creation (4), Major Creation (5)</p><p>Distort Form: Blur (2), Displacement (3)</p><p>Globe of Invulnerability: Minor Globe of Invulnerability (4), Globe of Invulnerability (6)</p><p>Invisibility: Invisibility (2), Invisibility Sphere (3), Improved Invisibility (4), Mislead (6), Mass Invisibility (7)</p><p>Mask Terrain: Halucinatory Terrain (4), Mirage Arcana (5)</p><p>Mystic Fog: Obscuring Mist (1), Fog Cloud (2), Stinking Cloud (3), Solid Fog (4), Cloudkill (5), Acid Fog (6), Incendiary Cloud (8)</p><p>Otiluke’s Sphere: Otiluke’s Resilient Sphere (4), Otiluke’s Telekinetic Sphere (8)</p><p>Phantasm: Phantasmal Killer (4), Weird (9)</p><p>Planar Binding: Lesser (5), Binding (6), Greater (8)</p><p>Power Word: Stun (7), Blind (8), Kill (9)</p><p>Prism: Prismatic Spray (7), Wall (8), Sphere (9)</p><p>Shadow Conjuration: Shadow Conjuration (4), Greater Shadow Conjuration (5), Shades (6)</p><p>Shadow Evocation: Shadow Evocation (5), Greater Shadow Evocation (6)</p><p>Suggestion: Suggestion (2), Mass Suggestion (6)</p><p>Wish: Limited Wish (7), Wish (9)</p><p></p><p>CLERIC</p><p>Command: Command (1), Greater Command (5)</p><p>Cure Wounds: Minor, Light, Moderate, Serious, Critical, Light, Mass, Moderate, Mass, Serious, Mass, Critical, Mass</p><p>Heal: Heal (6), Mass Heal (9)</p><p>Inflict Wounds: Minor, Light, Moderate, Serious, Critical, Light, Mass, Moderate, Mass, Serious, Mass, Critical, Mass</p><p>Planar Ally: Lesser (4), Planar (6), Greater (8)</p><p>Quicken: Raise Dead (5), Resurrection (7), True Resurrection (9)</p><p>Restoration: Lesser Restoration (2), Restoration (1)</p><p></p><p>DRUID</p><p>Magic Fang: Magic Fang (1), Greater Magic Fang (3)</p><p>Solar Light: Sunbeam (7), Sunburst (8)</p><p>Summon Nature’s Ally I-IX</p><p></p><p>With the multi-level spell change, a caster would learn just the spell chain and would then gain every spell in the chain once they had slots of the right level to use. This is a boost in power. Some spells become become obviously more desireable. The major thing that would need to be changed is the idea of spell known. For clerics and druids, there would be no effect. But for arcane casters, there is could be a huge effect. </p><p></p><p>The sorcerer's spells known table becomes obsolete with this change. Instead I propose a system wherein a sorcerer starts play with 6 spells. Each level after 1st, he gains 2 new spells known. At no time can he have more spells of a higher level than of a lower level, although they can be equal. Multi-level spells are counted as the highest level that the sorcerer can cast them at.</p><p></p><p>Wizards learn multi-level spells normally but must use the spells average level when determining scribing cost and number of pages (round fractions up).</p><p></p><p>What do you think?</p><p></p><p>DC</p></blockquote><p></p>
[QUOTE="DreamChaser, post: 1106901, member: 1190"] [COLOR=navy][/COLOR] This one requires lots more work than the last one. The idea of spell chains is hardly new but it has never been implemented in a way that really made it worth while. That is until Wheel of Time came along. They implemented the idea of multi-level spells. A spell with a single effect that becomes more powerful as you spend higher level spell slots on it. A list of spells from the player's handbook that fall into spell chains follows. General: Dispel: Dispel Magic (3), Greater Dispelling (6) Dominate: Dominate Person (5), Dominate Monster (9) Energy Ward: Endure Energy (1), Resist Energy (2), Protection from Energy (3) Fear: Cause Fear (1), Scare (2), Emotion: Fear (4) Geas: Lesser Geas (4), Geas (6) Hold: Hold Person (3), Hold Monster (5) Light: Light (0), Daylight (2) Magic Weapon: Magic Weapon (1), Greater Magic Weapon (3) Mystic Search: Locate Object (2), Locate Creature (4), Discern Location (8) Protection: Protection (1), Magic Circle against C, E, G, L (3) Scry: Scrying (4), Greater Scrying (7) Summon Monster I-IX ARCANE Apport: Teleport (5), Vanish (6), Teleport, Greater (7), Rapid Journey (8), Teleport Circle (9) Bigby’s Hand: Interposing Hand (5), Forceful Hand (6), Grasping Hand (7), Clenched Fist (8), Crushing Hand (9) Charm: Charm Person (1), Charm Monster (4) , Mass Charm (8) Confuse: Confusion (4), Insanity (7) Create Illusion: Silent Image (1), Minor Image (2), Major Image (3), Persistent Image (4), Programmed Image (5), Permanent Image (6) Creation: Minor Creation (4), Major Creation (5) Distort Form: Blur (2), Displacement (3) Globe of Invulnerability: Minor Globe of Invulnerability (4), Globe of Invulnerability (6) Invisibility: Invisibility (2), Invisibility Sphere (3), Improved Invisibility (4), Mislead (6), Mass Invisibility (7) Mask Terrain: Halucinatory Terrain (4), Mirage Arcana (5) Mystic Fog: Obscuring Mist (1), Fog Cloud (2), Stinking Cloud (3), Solid Fog (4), Cloudkill (5), Acid Fog (6), Incendiary Cloud (8) Otiluke’s Sphere: Otiluke’s Resilient Sphere (4), Otiluke’s Telekinetic Sphere (8) Phantasm: Phantasmal Killer (4), Weird (9) Planar Binding: Lesser (5), Binding (6), Greater (8) Power Word: Stun (7), Blind (8), Kill (9) Prism: Prismatic Spray (7), Wall (8), Sphere (9) Shadow Conjuration: Shadow Conjuration (4), Greater Shadow Conjuration (5), Shades (6) Shadow Evocation: Shadow Evocation (5), Greater Shadow Evocation (6) Suggestion: Suggestion (2), Mass Suggestion (6) Wish: Limited Wish (7), Wish (9) CLERIC Command: Command (1), Greater Command (5) Cure Wounds: Minor, Light, Moderate, Serious, Critical, Light, Mass, Moderate, Mass, Serious, Mass, Critical, Mass Heal: Heal (6), Mass Heal (9) Inflict Wounds: Minor, Light, Moderate, Serious, Critical, Light, Mass, Moderate, Mass, Serious, Mass, Critical, Mass Planar Ally: Lesser (4), Planar (6), Greater (8) Quicken: Raise Dead (5), Resurrection (7), True Resurrection (9) Restoration: Lesser Restoration (2), Restoration (1) DRUID Magic Fang: Magic Fang (1), Greater Magic Fang (3) Solar Light: Sunbeam (7), Sunburst (8) Summon Nature’s Ally I-IX With the multi-level spell change, a caster would learn just the spell chain and would then gain every spell in the chain once they had slots of the right level to use. This is a boost in power. Some spells become become obviously more desireable. The major thing that would need to be changed is the idea of spell known. For clerics and druids, there would be no effect. But for arcane casters, there is could be a huge effect. The sorcerer's spells known table becomes obsolete with this change. Instead I propose a system wherein a sorcerer starts play with 6 spells. Each level after 1st, he gains 2 new spells known. At no time can he have more spells of a higher level than of a lower level, although they can be equal. Multi-level spells are counted as the highest level that the sorcerer can cast them at. Wizards learn multi-level spells normally but must use the spells average level when determining scribing cost and number of pages (round fractions up). What do you think? DC [/QUOTE]
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