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What Is D&D Generally Bad At That You Wish It Was Better At?
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<blockquote data-quote="Voadam" data-source="post: 9611626" data-attributes="member: 2209"><p>Most of the 3e to 5e negating magic is based on stuff that was there in 1e.</p><p></p><p>Create Water (Alteration) Reversible</p><p>Level: 1 Components: V, S, M</p><p>Range: 1” Casting Time: 1 round</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: Up to 27 cubic feet</p><p>Explanation/Description: When the cleric casts a create water spell, four gallons</p><p>of water are generated for every level of experience of the caster, i.e. a 2nd level</p><p>cleric creates eight gallons of water, a 3rd level twelve gallons, a 4th level sixteen</p><p>gallons, etc. The water is clean and drinkable (it is just like rain water). Reversing</p><p>the spell, destroy water, obliterates without trace (such as vapor, mist, fog or</p><p>steam) a like quantity of water. Created water will last until normally used or</p><p>evaporated, spilled, etc. Water can be created or destroyed in an area as small</p><p>as will actually contain the liquid or in an area as large as 27 cubic feet (one</p><p>cubic yard). The spell requires at least a drop of water to create, or a pinch of</p><p>dust to destroy, water. Note that water cannot be created within a living thing.</p><p></p><p>Continual Light (Alteration)</p><p>Level: 2 Components: V, S</p><p>Range: 6” Casting Time: 2 segments</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: 6” radius globe</p><p>Explanation/Description: This spell is the same as the third level cleric spell</p><p>continual light (q.v.), except that the range is only 6”, not 12”, and it cannot be</p><p>reversed by the caster.</p><p></p><p>Create Food & Water (Alteration)</p><p>Level: 3 Components: V, S</p><p>Range: 1” Casting Time: 1 turn</p><p>Duration: Permanent Saving Throw: None</p><p>Area of Effect: 1 cubic foot/level</p><p>Explanation/Description: When this spell is cast, the cleric causes food and/or</p><p>water to appear. The food thus created is highly nourishing, and each cubic</p><p>foot of the material will sustain three human-sized creatures or one horse-sized</p><p>creature for a full day. For each level of experience the cleric has attained, 1</p><p>cubic foot of food and/or water is created by the spell, i.e. 2 cubic feet of food</p><p>are created by a 2nd level cleric, 3 by a 3rd, 4 by a 4th, and so on; or the 2nd</p><p>level cleric could create 1 cubic foot of food and 1 cubic foot of water, etc.</p><p></p><p>Leomund’s Tiny Hut (Alteration)</p><p>Level: 3 Components: V, S, M</p><p>Range: 0 Casting Time: 3 segments</p><p>Duration: 6 turns/level Saving Throw: None</p><p>Area of Effect: 10’ diameter sphere</p><p>Explanation/Description: When this spell is cast, the magic-user causes an</p><p>opaque sphere of force to come into being around his or her person, half of</p><p>the sphere projecting above the ground or floor surface, the lower</p><p>hemisphere passing through the surface. This field causes the interior of the</p><p>sphere to maintain at 70° F. temperature in cold to 0° F., and heat up to</p><p>105° F. Cold below 0° lowers inside temperature on a 1° for 1° basis, heat</p><p>above 105° raises the inside temperature likewise. The tiny hut will withstand</p><p>winds up to 50 m.p.h. without being harmed, but wind force greater than</p><p>that will destroy it. The interior of the tiny hut is a hemisphere, and the spell</p><p>caster can illuminate it dimly upon command, or extinguish the light as</p><p>desired. Note that although the force field is opaque from positions outside,</p><p>it is transparent from within. In no way will Leomund’s tiny hut provide</p><p>protection from missiles, weapons, spells, and the like. Up to 6 other man-sized</p><p>creatures can fit into the field with its creator, and these others can</p><p>freely pass in and out of the tiny hut without harming it, but if the spell caster</p><p>removes himself from it, the spell will dissipate. The material component for</p><p>this spell is a small crystal bead which will shatter when spell duration</p><p>expires or the hut is otherwise dispelled.</p><p></p><p>Endure Cold I Endure Heat (Alteration) Reversible</p><p>Level: 7 Components: V, S</p><p>Range: Touch</p><p>Duration: 9 turns/level</p><p>Area of Effect: One creature</p><p>Casting Time: 1 round</p><p>Saving Throw: None</p><p>ExplanationlDescription: The recipient of this spell is provided with</p><p>protection from normal extremes of cold or heat (depending on which</p><p>application is used). He or she can stand unclothed in temperatures</p><p>as low as -3O° F. or as high as 130° F. (depending on application) with</p><p>no ill effect. A temperature extreme beyond either of those limits will</p><p>cause 1 hit point of exposure damage per hour for every degree</p><p>above or below those limits. (Without the benefit of protection such as</p><p>this, exposure damage is 1 hit point per turn for each degree of temperature.)</p><p>The spell will last for the prescribed duration, or until the recipient</p><p>is affected by any form of magical cold (including white dragon</p><p>breath) or magical heat. The cancellation of the spell will occur regardless</p><p>of which application was used and regardless of which type</p><p>of magical effect hits the character (e.g., endure cold will be cancelled</p><p>by magical heat or fire as well as by magical cold). The recipient of the</p><p>spell will not suffer damage from the magical heat or cold during the</p><p>round in which the spell is broken, but will be vulnerable to all such attacks</p><p>starting on the following round. The spell will be cancelled instantly</p><p>if either resist fire or resist cold is cast upon the recipient.</p></blockquote><p></p>
[QUOTE="Voadam, post: 9611626, member: 2209"] Most of the 3e to 5e negating magic is based on stuff that was there in 1e. Create Water (Alteration) Reversible Level: 1 Components: V, S, M Range: 1” Casting Time: 1 round Duration: Permanent Saving Throw: None Area of Effect: Up to 27 cubic feet Explanation/Description: When the cleric casts a create water spell, four gallons of water are generated for every level of experience of the caster, i.e. a 2nd level cleric creates eight gallons of water, a 3rd level twelve gallons, a 4th level sixteen gallons, etc. The water is clean and drinkable (it is just like rain water). Reversing the spell, destroy water, obliterates without trace (such as vapor, mist, fog or steam) a like quantity of water. Created water will last until normally used or evaporated, spilled, etc. Water can be created or destroyed in an area as small as will actually contain the liquid or in an area as large as 27 cubic feet (one cubic yard). The spell requires at least a drop of water to create, or a pinch of dust to destroy, water. Note that water cannot be created within a living thing. Continual Light (Alteration) Level: 2 Components: V, S Range: 6” Casting Time: 2 segments Duration: Permanent Saving Throw: None Area of Effect: 6” radius globe Explanation/Description: This spell is the same as the third level cleric spell continual light (q.v.), except that the range is only 6”, not 12”, and it cannot be reversed by the caster. Create Food & Water (Alteration) Level: 3 Components: V, S Range: 1” Casting Time: 1 turn Duration: Permanent Saving Throw: None Area of Effect: 1 cubic foot/level Explanation/Description: When this spell is cast, the cleric causes food and/or water to appear. The food thus created is highly nourishing, and each cubic foot of the material will sustain three human-sized creatures or one horse-sized creature for a full day. For each level of experience the cleric has attained, 1 cubic foot of food and/or water is created by the spell, i.e. 2 cubic feet of food are created by a 2nd level cleric, 3 by a 3rd, 4 by a 4th, and so on; or the 2nd level cleric could create 1 cubic foot of food and 1 cubic foot of water, etc. Leomund’s Tiny Hut (Alteration) Level: 3 Components: V, S, M Range: 0 Casting Time: 3 segments Duration: 6 turns/level Saving Throw: None Area of Effect: 10’ diameter sphere Explanation/Description: When this spell is cast, the magic-user causes an opaque sphere of force to come into being around his or her person, half of the sphere projecting above the ground or floor surface, the lower hemisphere passing through the surface. This field causes the interior of the sphere to maintain at 70° F. temperature in cold to 0° F., and heat up to 105° F. Cold below 0° lowers inside temperature on a 1° for 1° basis, heat above 105° raises the inside temperature likewise. The tiny hut will withstand winds up to 50 m.p.h. without being harmed, but wind force greater than that will destroy it. The interior of the tiny hut is a hemisphere, and the spell caster can illuminate it dimly upon command, or extinguish the light as desired. Note that although the force field is opaque from positions outside, it is transparent from within. In no way will Leomund’s tiny hut provide protection from missiles, weapons, spells, and the like. Up to 6 other man-sized creatures can fit into the field with its creator, and these others can freely pass in and out of the tiny hut without harming it, but if the spell caster removes himself from it, the spell will dissipate. The material component for this spell is a small crystal bead which will shatter when spell duration expires or the hut is otherwise dispelled. Endure Cold I Endure Heat (Alteration) Reversible Level: 7 Components: V, S Range: Touch Duration: 9 turns/level Area of Effect: One creature Casting Time: 1 round Saving Throw: None ExplanationlDescription: The recipient of this spell is provided with protection from normal extremes of cold or heat (depending on which application is used). He or she can stand unclothed in temperatures as low as -3O° F. or as high as 130° F. (depending on application) with no ill effect. A temperature extreme beyond either of those limits will cause 1 hit point of exposure damage per hour for every degree above or below those limits. (Without the benefit of protection such as this, exposure damage is 1 hit point per turn for each degree of temperature.) The spell will last for the prescribed duration, or until the recipient is affected by any form of magical cold (including white dragon breath) or magical heat. The cancellation of the spell will occur regardless of which application was used and regardless of which type of magical effect hits the character (e.g., endure cold will be cancelled by magical heat or fire as well as by magical cold). The recipient of the spell will not suffer damage from the magical heat or cold during the round in which the spell is broken, but will be vulnerable to all such attacks starting on the following round. The spell will be cancelled instantly if either resist fire or resist cold is cast upon the recipient. [/QUOTE]
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