A transmutation spell that actually allows a caster to reshape the terrain with cover, elevation changes, diffcult terrain, etc.
Have you never looked at the Druid spell list or something? And even non-Druids have plenty of ways to affect terrain.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Wasn't there a Control Winds spell in older editions of D&D? Seems like a very obvious elemental spell that should have been reprinted in 5e with an update to how it works. I'm really surprised that they skipped that one.
Spells that shrink and enlarge items should be well developed. This would allow large bulky loads to be transported on wagons and then enlarged back to the normal size. Low level applications would only allow inanimate objects to be shrunk or enlarged, and only be some fraction, not to extreme proportions. Higher level spells would allow for living matter to be treated this way.
The ability to "Worg" into an animal so the magic user can see through their eyes and hear and smell what they sense would be good. The lowest level of this would not allow the magic user to "direct or communicate" with the animal, but only to sense through the animal's senses. Higher level spells would allow the magic user to have some influence over the animal's movement. This is a much watered down version of Find Familiar, which I believe should be a higher level spell because it creates a permanent animal partner. The trope of a magic user having a familiar is totally appropriate, but I also consider it appropriate for that to be something the magician has to work up to.
Click ✨ HERE ✨ For My Youtube Videos featuring Guides, Tips & Tricks for using D&D Beyond. Need help with Homebrew? Check out ✨ thisFAQ/Guide thread ✨ by IamSposta.
Spells that shrink and enlarge items should be well developed. This would allow large bulky loads to be transported on wagons and then enlarged back to the normal size. Low level applications would only allow inanimate objects to be shrunk or enlarged, and only be some fraction, not to extreme proportions. Higher level spells would allow for living matter to be treated this way.
But it doesn't last long enough for wagon travel. (This is a spell that doesn't seem to fit any particular niche because of its limitations, but it's still powerful enough in a unique enough way that it's not useless. I think I consider it a failure though, because it never does what you want it to do. I expect it to get a small rework in 2024, even if only to clarify how it is or isn't meant to interact with vehicles.)
Beast Sense is interesting. I thought I remembered such a spell, but when I went to check I searched Beast BOND, and that's a different spell. I just assumed I had misremembered what the spell did. It's true that it doesn't give you any control over the beast, which means it doesn't quite fit the fantasy, but you could get most of what you need by sending it off with instructions using Speak With Animals. I dunno, that doesn't bother me.
Wasn't there a Control Winds spell in older editions of D&D? Seems like a very obvious elemental spell that should have been reprinted in 5e with an update to how it works. I'm really surprised that they skipped that one.
Thank you, I stand corrected. However, the 5th edition version of this spell is written in such a way that it cannot be used with much flexibility, unlike the 3.5 version of the spell of the same name. Link is here. The 5E version does not allow you to create an "eye of the storm" effect to exclude the party from some of its effects, has no listed effects on terrain/ships/buildings and cannot be used to create a tornado. In fact, it does not look like there are any spells that explicitly damages or effects the movements of structures or ships in 5E, which is a significant oversight now, esp. since the publication of Ghosts of Saltmarsh and the Spelljammer book.
Wasn't there a Control Winds spell in older editions of D&D? Seems like a very obvious elemental spell that should have been reprinted in 5e with an update to how it works. I'm really surprised that they skipped that one.
Thank you, I stand corrected. However, the 5th edition version of this spell is written in such a way that it cannot be used with much flexibility, unlike the 3.5 version of the spell of the same name. Link is here. The 5E version does not allow you to create an "eye of the storm" effect to exclude the party from some of its effects, has no listed effects on terrain/ships/buildings and cannot be used to create a tornado. In fact, it does not look like there are any spells that explicitly damages or effects the movements of structures or ships in 5E, which is a significant oversight now, esp. since the publication of Ghosts of Saltmarsh and the Spelljammer book.
The Flood effect of control water can move a Huge or smaller vehicle up to 300 feet, and has a 25% chance of capsizing it.
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Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny. Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
There are Ritual Spells that become permanent or long lasting effects. Spells like Create Teleportation Circle become permanent. And if you Cast Plant Growth as a Ritual for 8 hours it lasts one year. I use both features in my worldbuilding.
Wasn't there a Control Winds spell in older editions of D&D? Seems like a very obvious elemental spell that should have been reprinted in 5e with an update to how it works. I'm really surprised that they skipped that one.
Thank you, I stand corrected. However, the 5th edition version of this spell is written in such a way that it cannot be used with much flexibility, unlike the 3.5 version of the spell of the same name. Link is here. The 5E version does not allow you to create an "eye of the storm" effect to exclude the party from some of its effects, has no listed effects on terrain/ships/buildings and cannot be used to create a tornado. In fact, it does not look like there are any spells that explicitly damages or effects the movements of structures or ships in 5E, which is a significant oversight now, esp. since the publication of Ghosts of Saltmarsh and the Spelljammer book.
The Flood effect of control water can move a Huge or smaller vehicle up to 300 feet, and has a 25% chance of capsizing it.
Thanks, I missed that amidst the flood of text in Control Water. I do wish they had a similar spell that RAW damaged buildings on land, before 8th level. Why not a hurricane spell that damaged buildings as well as created difficult terrain via wind?
A transmutation cantrip that allows for minor but permanent alterations to stuff. Like resizing an outfit to the perfect fit. Purely or nearly always cosmetic stuff. Like maybe +/- only 10% to dimensions but never affecting total mass. And it'd need to be small enough to fit into a 5ft cube or so. And, permanent duration, not instantaneous. So it can't like, stack on itself to the same object, just changes how the original alterations effect if recast.
An attack cantrip that doesn't do a whole lot of damage, but changes damage types if the original damage type was going to be resisted. And is very color-coded and obvious what type of damage it actually ends up dealing.
A tactical combat divination spell, that gives you insight into the tactics of a target enemy(s) and their exploitable weakness(es).
An attack spell that allows you to damage yourself for extra damage. It is a trope, but not at all represented in d&d spells. There should be one that does it.
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I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
A tactical combat divination spell, that gives you insight into the tactics of a target enemy(s) and their exploitable weakness(es).
An attack spell that allows you to damage yourself for extra damage. It is a trope, but not at all represented in d&d spells. There should be one that does it.
Both of these I totally agree on. Bizarre that they're not in the game.
I wish fewer things were spells to be honest - because once a thing is a spell, it's generally locked away from martial classes.
There are lots of ways to include actions in the game. Magic items and feats in particular are ways to present these options to everyone. I see no reason why True Strike (as bad as the current incarnation is) needs to be a spell when the concept applies just as readily (if not moreso) to martial attacks. Seems like a perfect class feature for rogues, fighters, or rangers, really.
Martials could also analyze defenses, damage themselves for extra damage, rend the ground to create a trench, rig something up with rope to get allies up a cliff or over a pit, etc. I think having a martial set of "cantrips" that gives them additional utility would be a huge improvement to the game.
Have you never looked at the Druid spell list or something? And even non-Druids have plenty of ways to affect terrain.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I do not think they were being serious.
They didn't. Control Winds
Animate Objects
Feign Death
Sequester
Imprisonment
Temporal Shunt
Encode Thoughts
Telepathy
Not precisely what you're asking for but they allow sharing of your recorded memories with others.
Enlarge/Reduce can target objects.
Beast Sense
Telepathy has a similar effect and can target any creature with an Int score of 1 or more.
Also, you mean "Warg" and the Game of Thrones show uses this incorrectly.
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Need help with Homebrew? Check out ✨ this FAQ/Guide thread ✨ by IamSposta.
Oof, that would be a terrible use of that spell.
I appreciate the work you put into this post. I had forgotten about some of these.
Imprisonment is the one that does it the way I was thinking of, and I forgot all about it. Well met.
Ehhhh. I mean technically yeah, but in all the ways that matter, no.
But it doesn't last long enough for wagon travel. (This is a spell that doesn't seem to fit any particular niche because of its limitations, but it's still powerful enough in a unique enough way that it's not useless. I think I consider it a failure though, because it never does what you want it to do. I expect it to get a small rework in 2024, even if only to clarify how it is or isn't meant to interact with vehicles.)
Beast Sense is interesting. I thought I remembered such a spell, but when I went to check I searched Beast BOND, and that's a different spell. I just assumed I had misremembered what the spell did. It's true that it doesn't give you any control over the beast, which means it doesn't quite fit the fantasy, but you could get most of what you need by sending it off with instructions using Speak With Animals. I dunno, that doesn't bother me.
Thank you, I stand corrected. However, the 5th edition version of this spell is written in such a way that it cannot be used with much flexibility, unlike the 3.5 version of the spell of the same name. Link is here. The 5E version does not allow you to create an "eye of the storm" effect to exclude the party from some of its effects, has no listed effects on terrain/ships/buildings and cannot be used to create a tornado. In fact, it does not look like there are any spells that explicitly damages or effects the movements of structures or ships in 5E, which is a significant oversight now, esp. since the publication of Ghosts of Saltmarsh and the Spelljammer book.
The Flood effect of control water can move a Huge or smaller vehicle up to 300 feet, and has a 25% chance of capsizing it.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
100 feet, but still.
Oh, right. Sorry, I was looking at the range.
Look at what you've done. You spoiled it. You have nobody to blame but yourself. Go sit and think about your actions.
Don't be mean. Rudeness is a vicious cycle, and it has to stop somewhere. Exceptions for things that are funny.
Go to the current Competition of the Finest 'Brews! It's a cool place where cool people make cool things.
How I'm posting based on text formatting: Mod Hat Off - Mod Hat Also Off (I'm not a mod)
I think it would be cool if they added truestrike to the game.
There is no True Strike in Ba Sing Se.
There are Ritual Spells that become permanent or long lasting effects. Spells like Create Teleportation Circle become permanent. And if you Cast Plant Growth as a Ritual for 8 hours it lasts one year. I use both features in my worldbuilding.
I would like to see something akin to "
Isaac's greater missile storm" from previous editions. Just a high level magic missile
Thanks, I missed that amidst the flood of text in Control Water. I do wish they had a similar spell that RAW damaged buildings on land, before 8th level. Why not a hurricane spell that damaged buildings as well as created difficult terrain via wind?
A transmutation cantrip that allows for minor but permanent alterations to stuff. Like resizing an outfit to the perfect fit. Purely or nearly always cosmetic stuff. Like maybe +/- only 10% to dimensions but never affecting total mass. And it'd need to be small enough to fit into a 5ft cube or so. And, permanent duration, not instantaneous. So it can't like, stack on itself to the same object, just changes how the original alterations effect if recast.
An attack cantrip that doesn't do a whole lot of damage, but changes damage types if the original damage type was going to be resisted. And is very color-coded and obvious what type of damage it actually ends up dealing.
A tactical combat divination spell, that gives you insight into the tactics of a target enemy(s) and their exploitable weakness(es).
An attack spell that allows you to damage yourself for extra damage. It is a trope, but not at all represented in d&d spells. There should be one that does it.
I'm probably laughing.
It is apparently so hard to program Aberrant Mind and Clockwork Soul spell-swapping into dndbeyond they had to remake the game without it rather than implement it.
Both of these I totally agree on. Bizarre that they're not in the game.
I wish fewer things were spells to be honest - because once a thing is a spell, it's generally locked away from martial classes.
There are lots of ways to include actions in the game. Magic items and feats in particular are ways to present these options to everyone. I see no reason why True Strike (as bad as the current incarnation is) needs to be a spell when the concept applies just as readily (if not moreso) to martial attacks. Seems like a perfect class feature for rogues, fighters, or rangers, really.
Martials could also analyze defenses, damage themselves for extra damage, rend the ground to create a trench, rig something up with rope to get allies up a cliff or over a pit, etc. I think having a martial set of "cantrips" that gives them additional utility would be a huge improvement to the game.
My homebrew subclasses (full list here)
(Artificer) Swordmage | Glasswright | (Barbarian) Path of the Savage Embrace
(Bard) College of Dance | (Fighter) Warlord | Cannoneer
(Monk) Way of the Elements | (Ranger) Blade Dancer
(Rogue) DaggerMaster | Inquisitor | (Sorcerer) Riftwalker | Spellfist
(Warlock) The Swarm