Don't post your homebrew! That has its own section!
Although I advocate for the Spell Reduction Act of 2023, it's not to say that our current 500+ spell list doesn't have holes.
In general terms where do you feel spells are most lacking? Do we need more cantrips? Is there a particular set of levels where you feel like options are lacking?
Do we need more healing magic? Does the bard need songs?
Wat do you prefer? Scaling spells for more damage or more targets, or maybe even different effects?
I feel like each element should have its own niche with a bunch of spells that somehow revolve around said niche. Right now we kinda have that for fire, with a ton of fire spells that pretty much just do damage, but that kind of thing should extend to the other elements more. I should be able to feel like a master of an element that isn't fire, with a solid mechanical basis as well.
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 feel like each element should have its own niche with a bunch of spells that somehow revolve around said niche. Right we kinda have that for fire, with a ton of fire spells that pretty much just do damage, but that kind of thing should extend to the other elements more. I should be able to feel like a master of an element that isn't fire, with a solid mechanical basis as well.
I really wish the sorcerer did this. Especially with the dragon heritage, as they kind of lean into the elemental damage.
The artificer needs some support. Not just in it's very vague mechanics but also in its spell list. I'd like to see more crafting mechanics, but also more spell infusions with a better understanding of costs. Mages who can create spell scrolls have a better mechanic than alchemists, and I feel it demonstrates a bit more of where this is lacking..
If they want to infuse weapons with spells, I feel like more options would be nice.
You know, ever since the Descent into Avernus module, I wanted to see an Artificer subclass based around infernal engineering. A Hellgineer subclass, if you will, that gains a mechanical mount, can forge hellplate armour to buff allies, and give weapons bonus fire damage from immersion in her Hellblaze Crucible. Yeh. That'd be a loud, fun subclass :)
... oh, right. This thread was about spells. Hmm.
I miss having some low-level spying spells. Divinations seems mostly to be about communication, appraisal, and finding where you lost your keys. I'd love to see an "Eagle Eyes", that allows you to treat an area within line of sight (up to x distance) as if you were standing just 10 ft away, for visual purposes. Or an "Eavesdrop" spell that would let you select a location from where you would similarly be able to listen in, while also muffling other noises. A "Bloodhound" spell that would allow you to track a target by smell, if you had a sample to go on. Even a "Detect Life" spell, that would let you get a sense of how many living (not constructs or undead) creatures that are within your spell sensory distance, bypassing barriers like walls and particularly bad odours.
I miss having some low-level spying spells. Divinations seems mostly to be about communication, appraisal, and finding where you lost your keys. I'd love to see an "Eagle Eyes", that allows you to treat an area within line of sight (up to x distance) as if you were standing just 10 ft away, for visual purposes. Or an "Eavesdrop" spell that would let you select a location from where you would similarly be able to listen in, while also muffling other noises. A "Bloodhound" spell that would allow you to track a target by smell, if you had a sample to go on. Even a "Detect Life" spell, that would let you get a sense of how many living (not constructs or undead) creatures that are within your spell sensory distance, bypassing barriers like walls and particularly bad odours.
Your idea for "Bloodhound" is pretty much just locate creature. The component for that spell is fur from a bloodhound, and the restriction of being blocked by running water is based on scent tracking. Also, "Detect Life" is a niche that's mostly filled by detect thoughts. Other than those, I agree.
Rollback Post to RevisionRollBack
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)
You know, ever since the Descent into Avernus module, I wanted to see an Artificer subclass based around infernal engineering. A Hellgineer subclass, if you will, that gains a mechanical mount, can forge hellplate armour to buff allies, and give weapons bonus fire damage from immersion in her Hellblaze Crucible. Yeh. That'd be a loud, fun subclass :)
... oh, right. This thread was about spells. Hmm.
I miss having some low-level spying spells. Divinations seems mostly to be about communication, appraisal, and finding where you lost your keys. I'd love to see an "Eagle Eyes", that allows you to treat an area within line of sight (up to x distance) as if you were standing just 10 ft away, for visual purposes. Or an "Eavesdrop" spell that would let you select a location from where you would similarly be able to listen in, while also muffling other noises. A "Bloodhound" spell that would allow you to track a target by smell, if you had a sample to go on. Even a "Detect Life" spell, that would let you get a sense of how many living (not constructs or undead) creatures that are within your spell sensory distance, bypassing barriers like walls and particularly bad odours.
Your idea for "Bloodhound" is pretty much just locate creature. The component for that spell is fur from a bloodhound, and the restriction of being blocked by running water is based on scent tracking. Also, "Detect Life" is a niche that's mostly filled by detect thoughts. Other than those, I agree.
That's fair :)
Thought, Locate Creature is 4th level, so it's about at the midpoint of many campaigns. I was dreaming up some more low-level stuff to round out the sleuthy spell-set. Detect Thoughts is also line-of-sight, so it won't help you get an impression of what hides in the building before your friend with the mightiest thews kick the door down. Sure, there are many, many ways to approximate or get around this. Spying Familiars being a prime example, right?
Stiiill... I feel that it's a nice of magic that's underdeveloped, compared to the many, many ways we have of creating fireworks and creature confetti.
Oh! Also! I want a "Grappling Hook Launch" style spell, also low level. Send one end of a rope flying towards a chosen inanimate surface and attach itself there. Telekinesis can kinda do this, technically, but that's a higher level spell. And Mage Hand has a short range. Preferably this spell would be no higher level than 2, where it competes a bit with Levitate and Spider Climb, but this could have different utilities, especially for a mind skewed towards traps :D
Your idea for "Bloodhound" is pretty much just locate creature. The component for that spell is fur from a bloodhound, and the restriction of being blocked by running water is based on scent tracking. Also, "Detect Life" is a niche that's mostly filled by detect thoughts. Other than those, I agree.
That's fair :)
Thought, Locate Creature is 4th level, so it's about at the midpoint of many campaigns. I was dreaming up some more low-level stuff to round out the sleuthy spell-set. Detect Thoughts is also line-of-sight, so it won't help you get an impression of what hides in the building before your friend with the mightiest thews kick the door down. Sure, there are many, many ways to approximate or get around this. Spying Familiars being a prime example, right?
Stiiill... I feel that it's a nice of magic that's underdeveloped, compared to the many, many ways we have of creating fireworks and creature confetti.
Oh! Also! I want a "Grappling Hook Launch" style spell, also low level. Send one end of a rope flying towards a chosen inanimate surface and attach itself there. Telekinesis can kinda do this, technically, but that's a higher level spell. And Mage Hand has a short range. Preferably this spell would be no higher level than 2, where it competes a bit with Levitate and Spider Climb, but this could have different utilities, especially for a mind skewed towards traps :D
So it can definitely give you an impression of at least part of a building before you go in.
Your description of "Grappling Hook Launch" is 100% rope trick. It's a spell that gets unfairly ignored a lot.
Rollback Post to RevisionRollBack
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)
So it can definitely give you an impression of at least part of a building before you go in.
Your description of "Grappling Hook Launch" is 100% rope trick. It's a spell that gets unfairly ignored a lot.
Oops! That was my mistake. I only read the part that was visible on the pop-up on the link thinking that was the entire description of it. Thanks for reminding me of that part of the spell! :)
Poor Rope Trick. It's been used as a hidey-hole in the games I've participated in, and... well, never as a mobility access spell. If it didn't have the extradimensional pocket, do you think it could be a level 1 spell? Wait, does 5E have Animate Rope still? I'm having Editions of Eld flashbacks... Does anyone else remember Deeppockets and Patternweave?
Anyway, I'll withdraw the Detect Life and Hally's Ropealong Song spellwishes, then :P
Quar1on's right about some of it, but a magical spy sounds interesting as well. I think mechanically it's more feasible than the fiend artificer as well. Although I love the flavor I feel like a lot.ofnit has to be just that... flavor. Otherwise it:s very warlock-y.
Both the investigator and mastermind are part of my preferred class, the rogue, but it sparks the imagination. The best fit might be arcane trickster, though you have to wait a while for those spells to come online .....
Not sure how it compares to past editions, but I imagine the Rope of Climbing is what you're looking for.
Rollback Post to RevisionRollBack
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)
Thinking about it a bit more, I'd do a level of rogue to start, probably 3 levels of wizard, and then back to.rofue for the rest, going mastermind or investigator.
The artificer though... maybe the mechanics should be based on rare materials used and imbue them with the monster essence, recreating a monster hunter/crafter subtype. Idk....
As a suggestion, mod earth is really the only spell that I can think of that manipulates terrain until you get into the wall spells, and they're more like barriers (fire being spicy, thorn being spiky, etc..)
And the plant spells are a bit...lackluster. there's the utility ones and the thorn ones, but do any play off of poison?
Quar1on's right about some of it, but a magical spy sounds interesting as well. I think mechanically it's more feasible than the fiend artificer as well. Although I love the flavor I feel like a lot.ofnit has to be just that... flavor. Otherwise it:s very warlock-y.
Both the investigator and mastermind are part of my preferred class, the rogue, but it sparks the imagination. The best fit might be arcane trickster, though you have to wait a while for those spells to come online .....
Perhaps next game Ms. Holmes.. ;)
I choose to believe there's conceptual room for more infernal inspiration without infringing on a single class' subclass! We could have Hellgineers, Hadesmarked Dreamthieves, Furnaceblood Barbarians, and Dis Sonata Bards! (I'm so proud of myself for that pun)
Not sure how it compares to past editions, but I imagine the Rope of Climbing is what you're looking for.
Ugh! I suppooose! (Now I need to add Artificer 2 to all my rope-flinging ideas... And no mechanised hellstrider to show for it either!)
*puts back of hand to forehead dramatically*
Is it too greedy to dream of just casting a spell that launches a coil of exquisite silk rope through a stained glass window up to the hull of your waiting airship, and absconding with the princess' price puppy in a hail of arrows from the castle guards? Did I aim too high? Grasp beyond my means? Alas!
Quar1on's right about some of it, but a magical spy sounds interesting as well. I think mechanically it's more feasible than the fiend artificer as well. Although I love the flavor I feel like a lot.ofnit has to be just that... flavor. Otherwise it:s very warlock-y.
Both the investigator and mastermind are part of my preferred class, the rogue, but it sparks the imagination. The best fit might be arcane trickster, though you have to wait a while for those spells to come online .....
Perhaps next game Ms. Holmes.. ;)
I choose to believe there's conceptual room for more infernal inspiration without infringing on a single class' subclass! We could have Hellgineers, Hadesmarked Dreamthieves, Furnaceblood Barbarians, and Dis Sonata Bards! (I'm so proud of myself for that pun)
Not sure how it compares to past editions, but I imagine the Rope of Climbing is what you're looking for.
Ugh! I suppooose! (Now I need to add Artificer 2 to all my rope-flinging ideas... And no mechanised hellstrider to show for it either!)
*puts back of hand to forehead dramatically*
Is it too greedy to dream of just casting a spell that launches a coil of exquisite silk rope through a stained glass window up to the hull of your waiting airship, and absconding with the princess' price puppy in a hail of arrows from the castle guards? Did I aim too high? Grasp beyond my means? Alas!
Did you aim too high? Perhaps with that bard pun, but the moray one? Exquisite. :)
Don't post your homebrew! That has its own section!
Although I advocate for the Spell Reduction Act of 2023, it's not to say that our current 500+ spell list doesn't have holes.
In general terms where do you feel spells are most lacking? Do we need more cantrips? Is there a particular set of levels where you feel like options are lacking?
Do we need more healing magic? Does the bard need songs?
Wat do you prefer? Scaling spells for more damage or more targets, or maybe even different effects?
Attack roll cantrips for cleric’s.
Some more poison damage spells.
More low level summoning spells.
I feel like each element should have its own niche with a bunch of spells that somehow revolve around said niche. Right now we kinda have that for fire, with a ton of fire spells that pretty much just do damage, but that kind of thing should extend to the other elements more. I should be able to feel like a master of an element that isn't fire, with a solid mechanical basis as well.
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 really wish the sorcerer did this. Especially with the dragon heritage, as they kind of lean into the elemental damage.
The artificer needs some support. Not just in it's very vague mechanics but also in its spell list. I'd like to see more crafting mechanics, but also more spell infusions with a better understanding of costs. Mages who can create spell scrolls have a better mechanic than alchemists, and I feel it demonstrates a bit more of where this is lacking..
If they want to infuse weapons with spells, I feel like more options would be nice.
You know, ever since the Descent into Avernus module, I wanted to see an Artificer subclass based around infernal engineering. A Hellgineer subclass, if you will, that gains a mechanical mount, can forge hellplate armour to buff allies, and give weapons bonus fire damage from immersion in her Hellblaze Crucible. Yeh. That'd be a loud, fun subclass :)
... oh, right. This thread was about spells. Hmm.
I miss having some low-level spying spells. Divinations seems mostly to be about communication, appraisal, and finding where you lost your keys. I'd love to see an "Eagle Eyes", that allows you to treat an area within line of sight (up to x distance) as if you were standing just 10 ft away, for visual purposes. Or an "Eavesdrop" spell that would let you select a location from where you would similarly be able to listen in, while also muffling other noises. A "Bloodhound" spell that would allow you to track a target by smell, if you had a sample to go on. Even a "Detect Life" spell, that would let you get a sense of how many living (not constructs or undead) creatures that are within your spell sensory distance, bypassing barriers like walls and particularly bad odours.
Your idea for "Bloodhound" is pretty much just locate creature. The component for that spell is fur from a bloodhound, and the restriction of being blocked by running water is based on scent tracking. Also, "Detect Life" is a niche that's mostly filled by detect thoughts. Other than those, I agree.
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)
Ngl, that artificer sounds very interesting....
That's fair :)
Thought, Locate Creature is 4th level, so it's about at the midpoint of many campaigns. I was dreaming up some more low-level stuff to round out the sleuthy spell-set. Detect Thoughts is also line-of-sight, so it won't help you get an impression of what hides in the building before your friend with the mightiest thews kick the door down. Sure, there are many, many ways to approximate or get around this. Spying Familiars being a prime example, right?
Stiiill... I feel that it's a nice of magic that's underdeveloped, compared to the many, many ways we have of creating fireworks and creature confetti.
Oh! Also! I want a "Grappling Hook Launch" style spell, also low level. Send one end of a rope flying towards a chosen inanimate surface and attach itself there. Telekinesis can kinda do this, technically, but that's a higher level spell. And Mage Hand has a short range. Preferably this spell would be no higher level than 2, where it competes a bit with Levitate and Spider Climb, but this could have different utilities, especially for a mind skewed towards traps :D
Hi Bob! :)
From detect thoughts:
So it can definitely give you an impression of at least part of a building before you go in.
Your description of "Grappling Hook Launch" is 100% rope trick. It's a spell that gets unfairly ignored a lot.
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)
Oops! That was my mistake. I only read the part that was visible on the pop-up on the link thinking that was the entire description of it. Thanks for reminding me of that part of the spell! :)
Poor Rope Trick. It's been used as a hidey-hole in the games I've participated in, and... well, never as a mobility access spell. If it didn't have the extradimensional pocket, do you think it could be a level 1 spell? Wait, does 5E have Animate Rope still? I'm having Editions of Eld flashbacks... Does anyone else remember Deeppockets and Patternweave?
Anyway, I'll withdraw the Detect Life and Hally's Ropealong Song spellwishes, then :P
Hola!
Quar1on's right about some of it, but a magical spy sounds interesting as well. I think mechanically it's more feasible than the fiend artificer as well. Although I love the flavor I feel like a lot.ofnit has to be just that... flavor. Otherwise it:s very warlock-y.
Both the investigator and mastermind are part of my preferred class, the rogue, but it sparks the imagination. The best fit might be arcane trickster, though you have to wait a while for those spells to come online .....
Perhaps next game Ms. Holmes.. ;)
Not sure how it compares to past editions, but I imagine the Rope of Climbing is what you're looking for.
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)
Thinking about it a bit more, I'd do a level of rogue to start, probably 3 levels of wizard, and then back to.rofue for the rest, going mastermind or investigator.
The artificer though... maybe the mechanics should be based on rare materials used and imbue them with the monster essence, recreating a monster hunter/crafter subtype. Idk....
As a suggestion, mod earth is really the only spell that I can think of that manipulates terrain until you get into the wall spells, and they're more like barriers (fire being spicy, thorn being spiky, etc..)
And the plant spells are a bit...lackluster. there's the utility ones and the thorn ones, but do any play off of poison?
I choose to believe there's conceptual room for more infernal inspiration without infringing on a single class' subclass! We could have Hellgineers, Hadesmarked Dreamthieves, Furnaceblood Barbarians, and Dis Sonata Bards! (I'm so proud of myself for that pun)
Until we meet again, Mr Moray-arty!
Ugh! I suppooose! (Now I need to add Artificer 2 to all my rope-flinging ideas... And no mechanised hellstrider to show for it either!)
*puts back of hand to forehead dramatically*
Is it too greedy to dream of just casting a spell that launches a coil of exquisite silk rope through a stained glass window up to the hull of your waiting airship, and absconding with the princess' price puppy in a hail of arrows from the castle guards? Did I aim too high? Grasp beyond my means? Alas!
Did you aim too high? Perhaps with that bard pun, but the moray one? Exquisite. :)
What I miss from earlier editions are the creepier spells such as Creeping Doom.
......
Can you elaborate?
I'm just curious.... This sounds.. Diabolical...MWAHAHAHAHAHAHAhahahahahaha....
Oh, sweet panda on a pogostick! Creeping Doom! Yeah, so that encapsulates why 2E was a wee bit on the harsh side at times.
I guess we have to make do with Infestation these days...
*draws sadly in the sand with a twig*