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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What if "spells" were handled more generically?
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<blockquote data-quote="Greg K" data-source="post: 5777042" data-attributes="member: 5038"><p>What is 5e did away with the long list of 0-3e spells or the 4e powers and went with a more Savage Worlds/Hero/M&M/Tristat approach where you have a list of general powers that you define the look (and keywords like fire force ice when appropriate) when taken, but without the point costs and power cost modifiers (which might be saved for a dial or supplement). </p><p></p><p>The Game would give guidelines for different styles: alchemy, arcane casting, divine casting, psionics, Shamanistic Casting, ritual casting (and require one to have a feat as a pre-requisites for taking powers (giving the appropriate feat , automatically, to a given class). The designers could give some sample "spells", create sample domains with suggestions for fitting powers and how they appear. They could also give guidelines are ritual casting and creating other casting styles</p><p></p><p>This has several benefits.</p><p>1. It saves a lot of space in products- especially, the core book as you do not have multiple listings for what are essentially, the same spell or power with a different appearance or power source</p><p></p><p>2. It allows the DM to limit a specific power rather going through every spell or 4e power to determine if it fits the campaign. </p><p>3. It also allows the DM set a requirement that certain powers are rituals with extended casting times in their setting or only allowed</p><p></p><p>For those wanting different pre-made spells, WOTC could give some pre-made examples in the book and then have a supplement dedicated to them. </p><p></p><p>The following is a partial list of powers that might be included. I have not given specific mechanics. In many instances, I have given examples of how the power might be defined. The game good add a line for suggested implements or forms that an item might take. I have also broken a few examples down by save, but they could be combined and allow keywords like poison, mind to differentiate them rather than have as separate powers.</p><p></p><p><u>Adjustment powers</u> note: also see senses below</p><p>Accuracy: Turns a failed attack roll into a normal successful attack or just gives a hefty bonus</p><p></p><p>Bless: Turns a failed skill roll into a success or just gives a hefty bonus</p><p></p><p>Boost: You temporarily enhance the bonus to all rolls based on the attribute for a limited duration (must choose if target is yourself or another when power is taken). </p><p>ex. Bull's Strength, Owl's Wisdom</p><p></p><p>Curse: target receives a penalty to a specific rolls</p><p></p><p>Dispel: Negate the effects of a particular power</p><p>ex. Cure Blindness, Dispel Magic, Extinguish Flames, Remove Curse</p><p></p><p>Drain: Inflict a penalty that lasts until the target is fully healed or set time has passed whichever happens last!</p><p>ex. Ray of Enfeeblement,</p><p></p><p>Healing: restore hit points</p><p>ex. Cure wounds</p><p></p><p></p><p><u>Attack Powers</u></p><p>Missile:</p><p>You are able to target a single opponent with a ranged attack</p><p>Ex: Magic Missile, conjured "stinging bee" (no venemous), icy dart</p><p></p><p>Blast</p><p></p><p>Burst</p><p></p><p>Entangle </p><p>You are able to bind foes with a successful ranged attack.</p><p>A bound opponent can break free with a successful strength check or slip free with a reflex save. </p><p>Ex: Animate Vines, Animate Rope, conjured snake, Web</p><p></p><p>Paralysis:</p><p>You can paralyze an opponent with a toxin upon making a successful melee attack. Target gets a Fortitude Save</p><p>Ex: Toxic Touch, Saliva</p><p></p><p>Mental Paralysis</p><p>You can mentally paralyze a foe. Target gets a Will Save</p><p></p><p>Dazzle</p><p></p><p>Push</p><p></p><p></p><p></p><p><u>Defenses</u></p><p>Armor: gain natural armor or DR </p><p>Ex: scaly hide, stone skin</p><p></p><p>Deflect: a deflection bonus to AC due to being harder to hit</p><p>Ex. Lucky charm, enhanced reflex, precognitive insight</p><p></p><p>Resistance: Temporarily gain a bonus to a particular save</p><p>ex. Poison Resistance, Disease Resistance, Element (specify), Fear, </p><p></p><p></p><p><u>Mental Powers</u></p><p></p><p>Projection: you create "holographic images"</p><p>Mental Illusion: you implant an illusion directly into a target' smind</p><p></p><p>Move Object: You can move inanimate objects</p><p>ex. Mage Hand, Telekinesis, Move Earth, Move Water</p><p></p><p>Animal Control</p><p>Emotion Control</p><p>Mind Control</p><p>Spirit Control</p><p>Undead Control</p><p></p><p>Telepathy</p><p></p><p><u>Movement Powers</u></p><p>Astral Travel: You can spirit travel into the astral plane leaving your body behind in the real world</p><p>Dimension Travel: The </p><p>Leaping</p><p>Teleport</p><p>Wall Walking</p><p>ex. Spider Climb</p><p></p><p><u>Alteration</u></p><p>Disguise: Change one's own appearance (e.g., age, sex, height, weight)</p><p>Shape Change: Transform one's self into animal</p><p>Transform: Transform living creatures into other forms</p><p>Transmute: Transform non-living creatures</p><p>Size Change</p><p>Shrinking</p><p></p><p><u>Senses</u></p><p>Clairvoyance</p><p>ex. see through an animals eyes, far sight</p><p></p><p>Clairaudience</p><p></p><p>Detect: Detect the presence of a class of object or creature with a Perception roll</p><p>ex. Detect Demons, Detect Fey, Detect Spirit, Detect Undead, Detect Life</p><p></p><p>Heightened Sense: Bonus to Perception rolls for one sense including tracking attempts using the sense</p><p>ex. heightened sight, heightened hearing, heigtened Detect</p><p></p><p>Precognition, </p><p></p><p>Postcognition</p><p>ex. speak with dead, object reading</p><p></p><p>Spatial Awareness:</p><p>ex. Tremor Sense</p><p></p><p></p><p>Other powers</p><p>Alter Environment: create minor changes to the environment that have only minor effects.</p><p></p><p>Darkness: Create an area of effect that hinders normal site for those withing its borders. Darkvision will see through it, but other descriptons may allow other variations of Darkvision to work.</p><p>ex. Fog, Darkness.</p></blockquote><p></p>
[QUOTE="Greg K, post: 5777042, member: 5038"] What is 5e did away with the long list of 0-3e spells or the 4e powers and went with a more Savage Worlds/Hero/M&M/Tristat approach where you have a list of general powers that you define the look (and keywords like fire force ice when appropriate) when taken, but without the point costs and power cost modifiers (which might be saved for a dial or supplement). The Game would give guidelines for different styles: alchemy, arcane casting, divine casting, psionics, Shamanistic Casting, ritual casting (and require one to have a feat as a pre-requisites for taking powers (giving the appropriate feat , automatically, to a given class). The designers could give some sample "spells", create sample domains with suggestions for fitting powers and how they appear. They could also give guidelines are ritual casting and creating other casting styles This has several benefits. 1. It saves a lot of space in products- especially, the core book as you do not have multiple listings for what are essentially, the same spell or power with a different appearance or power source 2. It allows the DM to limit a specific power rather going through every spell or 4e power to determine if it fits the campaign. 3. It also allows the DM set a requirement that certain powers are rituals with extended casting times in their setting or only allowed For those wanting different pre-made spells, WOTC could give some pre-made examples in the book and then have a supplement dedicated to them. The following is a partial list of powers that might be included. I have not given specific mechanics. In many instances, I have given examples of how the power might be defined. The game good add a line for suggested implements or forms that an item might take. I have also broken a few examples down by save, but they could be combined and allow keywords like poison, mind to differentiate them rather than have as separate powers. [U]Adjustment powers[/U] note: also see senses below Accuracy: Turns a failed attack roll into a normal successful attack or just gives a hefty bonus Bless: Turns a failed skill roll into a success or just gives a hefty bonus Boost: You temporarily enhance the bonus to all rolls based on the attribute for a limited duration (must choose if target is yourself or another when power is taken). ex. Bull's Strength, Owl's Wisdom Curse: target receives a penalty to a specific rolls Dispel: Negate the effects of a particular power ex. Cure Blindness, Dispel Magic, Extinguish Flames, Remove Curse Drain: Inflict a penalty that lasts until the target is fully healed or set time has passed whichever happens last! ex. Ray of Enfeeblement, Healing: restore hit points ex. Cure wounds [U]Attack Powers[/U] Missile: You are able to target a single opponent with a ranged attack Ex: Magic Missile, conjured "stinging bee" (no venemous), icy dart Blast Burst Entangle You are able to bind foes with a successful ranged attack. A bound opponent can break free with a successful strength check or slip free with a reflex save. Ex: Animate Vines, Animate Rope, conjured snake, Web Paralysis: You can paralyze an opponent with a toxin upon making a successful melee attack. Target gets a Fortitude Save Ex: Toxic Touch, Saliva Mental Paralysis You can mentally paralyze a foe. Target gets a Will Save Dazzle Push [U]Defenses[/U] Armor: gain natural armor or DR Ex: scaly hide, stone skin Deflect: a deflection bonus to AC due to being harder to hit Ex. Lucky charm, enhanced reflex, precognitive insight Resistance: Temporarily gain a bonus to a particular save ex. Poison Resistance, Disease Resistance, Element (specify), Fear, [U]Mental Powers[/U] Projection: you create "holographic images" Mental Illusion: you implant an illusion directly into a target' smind Move Object: You can move inanimate objects ex. Mage Hand, Telekinesis, Move Earth, Move Water Animal Control Emotion Control Mind Control Spirit Control Undead Control Telepathy [U]Movement Powers[/U] Astral Travel: You can spirit travel into the astral plane leaving your body behind in the real world Dimension Travel: The Leaping Teleport Wall Walking ex. Spider Climb [U]Alteration[/U] Disguise: Change one's own appearance (e.g., age, sex, height, weight) Shape Change: Transform one's self into animal Transform: Transform living creatures into other forms Transmute: Transform non-living creatures Size Change Shrinking [U]Senses[/U] Clairvoyance ex. see through an animals eyes, far sight Clairaudience Detect: Detect the presence of a class of object or creature with a Perception roll ex. Detect Demons, Detect Fey, Detect Spirit, Detect Undead, Detect Life Heightened Sense: Bonus to Perception rolls for one sense including tracking attempts using the sense ex. heightened sight, heightened hearing, heigtened Detect Precognition, Postcognition ex. speak with dead, object reading Spatial Awareness: ex. Tremor Sense Other powers Alter Environment: create minor changes to the environment that have only minor effects. Darkness: Create an area of effect that hinders normal site for those withing its borders. Darkvision will see through it, but other descriptons may allow other variations of Darkvision to work. ex. Fog, Darkness. [/QUOTE]
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What if "spells" were handled more generically?
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