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Community
General Tabletop Discussion
*Pathfinder & Starfinder
What (PHB) Spells have you banned/altered?
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<blockquote data-quote="Shieldhaven" data-source="post: 2991862" data-attributes="member: 23427"><p>I've mucked around with <em>teleport</em>, so that it can only take you to specific teleport beacons that have been set up in various parts of the world. (Theoretically the PCs could set one up in any home base that they liked.) You can teleport <em>away</em> from anything, as before. In exchange for this massive reduction of power, I've done away with the off-target danger.</p><p></p><p>The setting itself builds up a great deal of importance around 5th level spells, referring to 9th level spellcasters as "masters" who are owed exceptional respect and privilege. Spells of 6th level and above were outlawed by the characters' home country for a complex set of reasons, with the sole exception of <em>plane shift</em>. The idea here is to take the Injunction from Sep's Tales of Wyre and put my own spin on it.</p><p></p><p>The rest of my mucking about with spells... well, it's too extensive to describe briefly. Suffice to say that elementalists (based loosely on shugenja) are the only casters in the setting that get spells up to 9th level. They choose three elements out of six (Air, Fire, Metal, Stone, Water, and Wood), and prepare spells (like a magister from AU/AE) from that list. I've built spell lists for each element, and so forth. It's my grand experiment in screwing around with D&D rules, and it's been lots of fun. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Haven</p></blockquote><p></p>
[QUOTE="Shieldhaven, post: 2991862, member: 23427"] I've mucked around with [i]teleport[/i], so that it can only take you to specific teleport beacons that have been set up in various parts of the world. (Theoretically the PCs could set one up in any home base that they liked.) You can teleport [i]away[/i] from anything, as before. In exchange for this massive reduction of power, I've done away with the off-target danger. The setting itself builds up a great deal of importance around 5th level spells, referring to 9th level spellcasters as "masters" who are owed exceptional respect and privilege. Spells of 6th level and above were outlawed by the characters' home country for a complex set of reasons, with the sole exception of [i]plane shift[/i]. The idea here is to take the Injunction from Sep's Tales of Wyre and put my own spin on it. The rest of my mucking about with spells... well, it's too extensive to describe briefly. Suffice to say that elementalists (based loosely on shugenja) are the only casters in the setting that get spells up to 9th level. They choose three elements out of six (Air, Fire, Metal, Stone, Water, and Wood), and prepare spells (like a magister from AU/AE) from that list. I've built spell lists for each element, and so forth. It's my grand experiment in screwing around with D&D rules, and it's been lots of fun. :) Haven [/QUOTE]
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What (PHB) Spells have you banned/altered?
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