State a spell that you think should be reworked, but not the spell's effect, but the spell itself. I'll start.
1.) Why is Astral Projection a Necromancy? It's a planar travel spell, so shouldn't it be Conjuration? I understand the fact that it sort of extends life by hiding you in the Astral Plane, but it still seems more Conjuration. Plus it takes an hour to cast so is not meant for use in combat.
2.) Why is Mind Blank so named? The name suggests a spell similar to feeblemind. Instead, it's an abjuration spell that protects against divination, psychic damage, and charming.
3.) Chill Touch is not touch-based OR does cold damage?
4.) Detect Evil and Good does not give you a creature's alignment?
If anyone wants me to add anything they think should me reworked, post in the forum or send a PM.
Could be that the necromancy school of magic involves life and death state of affairs.
Astral Projection is a temporary out-of-body experience; the caster is an astral form inside the Astral Plane, however, the caster's physical body is still planted firmly where the spell was cast.
This suggests that the physical body can be harmed while this spell is active; putting the caster into a life and death situation.
Conjuration school of magic involves the transportation of objects and creatures from one location to another.
If Astral Projection were a conjuration spell, the caster's entire body would travel into the Astral Plane instead of just a magical fascimile.
Why is Mind Blank so named? The name suggests a spell similar to feeblemind. Instead, it's an abjuration spell that protects against divination, psychic damage, and charming.
Ok, maybe I was wrong. Phantasmal Killer is ok in my opinion. But weird is just phantasmal killer but AoE version. And its a 9th level! Which I find Absurd. I'm not saying it needs changed rn now, or at all. Just saying I find it strange
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"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
And its a 9th level! Which I find Absurd. I'm not saying it needs changed rn now, or at all. Just saying I find it strange
Because the combination of the 2 spells is just too strong.
An 18th level spell caster using Weird teaming up with a 8th level spell caster using Phantasmal Killer against 1 target is how the combo could work.
EDIT: If memory serves...
Weird is the equivalant spell Dr. Strange cast on Galactus in Fantastic Four #243; the spell was so strong that it distracted Galactus long enough to be knocked out.
I would argue against that as the spell uses a commonly proficient WIS save and the target must make 2 saving throws before they even take any damage! In addition, they can have a saving throw at the end of each of their turns, and the spell only does 4d10 damage, averaging out to 22 per turn if they fail every save. Frightened is not a super good condition, and couple this with the fact that it's a valuable 9th level spell, and you get a truly terrible spell.
Frightened is not a super good condition, and couple this with the fact that it's a valuable 9th level spell, and you get a truly terrible spell.
From a video game point-of-view, the Frightened condition or the damage output of Weird may not seem as effective.
However, the table-top game of D&D is a game of co-operation and role-playing.
Seems as if power-gamers, min-maxers, whatever they call 'em nowadays want to be the center of attention and do all of the fighting themselves instead of playing team ball.
Any spell that halts a dangerous creature in their tracks, contributing to failed ability checks and deal damage is far more formidable.
Weird enables a spell caster to distract the target creature, which is the goal; the next player character does their thing; and the next player character does their thing; and so on; and so on; and so on.
I guess it is useful in some situations, but it's probably still not worth the slot, even if the creature fails the first throw and becomes frightened.
On the original topic...it could be that Astral Projection is necromancy for thematic reasons rather than precise game-mechanical reasons.
As in, astral projection is often associated with "real-world" occult practises along with contacting and summoning spirits. Even though this real-world concept of the astral realm (meaning the realm of the spirits) is completely different in D&D cosmology
Frightened is not a super good condition, and couple this with the fact that it's a valuable 9th level spell, and you get a truly terrible spell.
From a video game point-of-view, the Frightened condition or the damage output of Weird may not seem as effective.
However, the table-top game of D&D is a game of co-operation and role-playing.
Seems as if power-gamers, min-maxers, whatever they call 'em nowadays want to be the center of attention and do all of the fighting themselves instead of playing team ball.
Any spell that halts a dangerous creature in their tracks, contributing to failed ability checks and deal damage is far more formidable.
Weird enables a spell caster to distract the target creature, which is the goal; the next player character does their thing; and the next player character does their thing; and so on; and so on; and so on.
It's not a "I Win!" type of spell.
Except It doesn't distract them; Most high level enemies have spells or a ranged AOE, making the effect almost useless! Being unable to move closer isn't great in of itself if they have ranged attacks- with a powerful enemy almost always will. What you get is a pretty bad lockdown spell with some mediocre damage that only last a few rounds because they will likely succeed on the save quickly. All it all, I think it needs to be lower level or get a buff.
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I write homebrew and don't publish it. (evil, I know)
Why is Mind Blank so named? The name suggests a spell similar to feeblemind. Instead, it's an abjuration spell that protects against divination, psychic damage, and charming.
Mind Blank was a passive defense from AD&D's Complete Psionics Handbook (or mayber earlier) which warded against unwanted mental contact. it was a sort of smoothing out of the wrinkles and brain terrain which obfuscated the parts of the mind and therefore made telepathic attacks difficult to accomplish. it's like trying to grab the hand of a trick-or-treater wearing a cheap ghost costume who distinctly does not want to see the inside of your windowless van... but mentally.
i just want to know why you have to wait for spell level 8 to finally ward off brain creeps.
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State a spell that you think should be reworked, but not the spell's effect, but the spell itself. I'll start.
1.) Why is Astral Projection a Necromancy? It's a planar travel spell, so shouldn't it be Conjuration? I understand the fact that it sort of extends life by hiding you in the Astral Plane, but it still seems more Conjuration. Plus it takes an hour to cast so is not meant for use in combat.
2.) Why is Mind Blank so named? The name suggests a spell similar to feeblemind. Instead, it's an abjuration spell that protects against divination, psychic damage, and charming.
3.) Chill Touch is not touch-based OR does cold damage?
4.) Detect Evil and Good does not give you a creature's alignment?
If anyone wants me to add anything they think should me reworked, post in the forum or send a PM.
Could be that the necromancy school of magic involves life and death state of affairs.
Astral Projection is a temporary out-of-body experience; the caster is an astral form inside the Astral Plane, however, the caster's physical body is still planted firmly where the spell was cast.
This suggests that the physical body can be harmed while this spell is active; putting the caster into a life and death situation.
Conjuration school of magic involves the transportation of objects and creatures from one location to another.
If Astral Projection were a conjuration spell, the caster's entire body would travel into the Astral Plane instead of just a magical fascimile.
That makes sense, but the spell doesn't seem to stay too true to the Necromancy's theme of life and death control. But thanks anyway!
Valentin, Dean of the Vein over at STRIXHAVEN's Witherbloom College would disagree with you.
Valentin is familiar with all things concerning creatures and locations as a sangromancer.
Yes! I have the perfect spells! Both Weird and Phantasmal Killer these two spells are just absurd and to me, very unintelligent.
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
Why is Mind Blank so named? The name suggests a spell similar to feeblemind. Instead, it's an abjuration spell that protects against divination, psychic damage, and charming.
Are you serious?
Do you have any idea how strong these 2 spells are?
Weird messes with the target's mind for about 1 minute; which is enough time to distract the deadliest threat the caster may face.
The other, Phantasmal Killer, puts the threat directly in front of the target itself!
Imagine 2 spell casters putting this spell against 1 target would be devastating.
Ok, maybe I was wrong. Phantasmal Killer is ok in my opinion. But weird is just phantasmal killer but AoE version. And its a 9th level! Which I find Absurd. I'm not saying it needs changed rn now, or at all. Just saying I find it strange
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
Because the combination of the 2 spells is just too strong.
An 18th level spell caster using Weird teaming up with a 8th level spell caster using Phantasmal Killer against 1 target is how the combo could work.
EDIT: If memory serves...
Weird is the equivalant spell Dr. Strange cast on Galactus in Fantastic Four #243; the spell was so strong that it distracted Galactus long enough to be knocked out.
I would argue against that as the spell uses a commonly proficient WIS save and the target must make 2 saving throws before they even take any damage! In addition, they can have a saving throw at the end of each of their turns, and the spell only does 4d10 damage, averaging out to 22 per turn if they fail every save. Frightened is not a super good condition, and couple this with the fact that it's a valuable 9th level spell, and you get a truly terrible spell.
From a video game point-of-view, the Frightened condition or the damage output of Weird may not seem as effective.
However, the table-top game of D&D is a game of co-operation and role-playing.
Seems as if power-gamers, min-maxers, whatever they call 'em nowadays want to be the center of attention and do all of the fighting themselves instead of playing team ball.
Any spell that halts a dangerous creature in their tracks, contributing to failed ability checks and deal damage is far more formidable.
Weird enables a spell caster to distract the target creature, which is the goal; the next player character does their thing; and the next player character does their thing; and so on; and so on; and so on.
It's not a "I Win!" type of spell.
I guess it is useful in some situations, but it's probably still not worth the slot, even if the creature fails the first throw and becomes frightened.
Yeah, definitely not worth a 9th slot, at all. But still a valid spell if it was just dropped down to 7th level.
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
I've heard people considering it at 6th level as well.
On the original topic...it could be that Astral Projection is necromancy for thematic reasons rather than precise game-mechanical reasons.
As in, astral projection is often associated with "real-world" occult practises along with contacting and summoning spirits. Even though this real-world concept of the astral realm (meaning the realm of the spirits) is completely different in D&D cosmology
I agree with that. It is probably a thematic choice, more for the flavor choice than the dnd spell class choice
"Anyone can smith at the cosmic anvil, yet only I can forge a weapon as good as thee."
My Homebrew Please click it, they have my family.
Except It doesn't distract them; Most high level enemies have spells or a ranged AOE, making the effect almost useless! Being unable to move closer isn't great in of itself if they have ranged attacks- with a powerful enemy almost always will. What you get is a pretty bad lockdown spell with some mediocre damage that only last a few rounds because they will likely succeed on the save quickly. All it all, I think it needs to be lower level or get a buff.
I write homebrew and don't publish it. (evil, I know)
I agree.
Mind Blank was a passive defense from AD&D's Complete Psionics Handbook (or mayber earlier) which warded against unwanted mental contact. it was a sort of smoothing out of the wrinkles and brain terrain which obfuscated the parts of the mind and therefore made telepathic attacks difficult to accomplish. it's like trying to grab the hand of a trick-or-treater wearing a cheap ghost costume who distinctly does not want to see the inside of your windowless van... but mentally.
i just want to know why you have to wait for spell level 8 to finally ward off brain creeps.
unhappy at the way in which we lost individual purchases for one-off subclasses, magic items, and monsters?
tell them you don't like features disappeared quietly in the night: provide feedback!
It prevents against being charmed as well, and the duration is really good.