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Old 01-13-2010, 12:07 PM   #11
manikus
Jack Burton
 

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Default Re: Spells for DC

Alright, now we're cooking.

Shillelagh is already in DC, but not used...it's been there since like version .8 I think.

Ill start looking at these and give some feedback.

One of my goals is to fill out levels so that a decently high level character who is a cleric or druid can have enough options to have at least four or five different spells per level.

Some of these spells may be too "free" in that they are too wide open, but that just means that it can be done in a different way, either by creating a restricted version or by using it out of combat through an event.
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Old 01-14-2010, 09:48 AM   #12
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Default Re: Spells for DC

I should have put Protection From Lightning in with the Specab spells.

What I meant by 'readable status spells' is that an event may be triggered if they are in effect, as with detecting traps or seeing invisible in FRUA. I'm working under the assumption that they'd be relatively easy to script. If not, they probably wouldn't be worth it. They should probably not be included in the 'standard' spells, but could offer interesting options for designers who want to use them.
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Old 01-14-2010, 11:18 AM   #13
manikus
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Default Re: Spells for DC

I went through the list and read all of the descriptions in my PHB.

While all of the spells are good suggestions, I've broken them down into three categories (so far) - ones I know can be done now (14), ones that might be able to be done (5), and ones that may be possible, but are not necessary for default DC (the rest).

All of the status and specab spells fall into the last category. I think some or even most can be done now, but I mentally disqualified them (only from the default DC) if they required special circumstances - anything outside of combat or normal camping - to be used.
I may not use all of the spells from the first two categories, I just know that they can be done and are generally what we're looking for.

Now, my plans are too add some much needed spells to the default spells database, and then work on some supplemental spells, especially the status and specab type, and use them for tutorials that demonstrate the way that DC can be enhanced by spell (script)/event combo.
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Old 01-15-2010, 03:02 AM   #14
Uatu
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Default Re: Spells for DC

Here is another interesting Greyhawk 1e spell:

Quote:
Henley’s Digit of Disruption (Evocation)

Level: 7
Components: V, S, M
Range: 1”
Casting Time: 7 segments
Duration: Instantaneous
Saving Throw: See below
Area of Effect: One creature

This powerful spell is used against undead and Negative Material Plane creatures. When the spell is cast,the cleric draws upon energy from the Positive Material Plane. A bolt of energy from the cleric’s fingertip strikes the target creature. An undead creature must save vs. spell or be instantly disrupted, completely destroyed. An undead that saves takes 2d8 points of damage. Creatures from the Negative Material Plane take 6d8 points of damage, half if they save vs. spell. The material components of this spell are the cleric’s holy symbol and a powdered sunstone of not less than 500 gp value.
The key difficulty with this spell is the fact that it has three possible effects, i.e.:

1. Vs. Undead - destruction or (saving throw) 2d8 damage
2. Vs. Negative Material Plane creatures* - 6d8 damage or (saving throw) 6d8 damage/2
3. Others - nothing!

*Basically xeg-yi and maybe trillochs?

Can we do this in DC with maybe similar kinds of lists?
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Old 01-15-2010, 10:44 AM   #15
manikus
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Default Re: Spells for DC

This one doesn't make sense to use lists for, because it's asking for a creature type ~
if undead & if negative material plane, would be better options.

Is "Henley’s Digit of Disruption" a common spell?
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Old 01-15-2010, 01:44 PM   #16
Uatu
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Default Re: Spells for DC

No, it is a very, very rare spell I think it is a cleric spell, though (I found the spell information on the Net - it is so rare that I cannot find its original!), according to what is written about it.
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Old 01-15-2010, 02:42 PM   #17
manikus
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Default Re: Spells for DC

It seems doable enough, but I think I will leave it up to you for your design. I of course, volunteer to help work out the scripting.
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Old 01-15-2010, 09:04 PM   #18
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Default Re: Spells for DC

Iron Skin was actually made up for the Krynn series of Gold Box games, it occurs in Dark Queen of Krynn for starters. I don't think it was a native Krynn campaign spell in 1E.
If you drop it you might, or might not, affect the combat balance of imported FRUA designs. Their combats were designed for a world where Iron Skin was available at spell level 5.
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Old 01-15-2010, 09:22 PM   #19
Uatu
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Default Re: Spells for DC

Ha ha... Well, one by one, lots of things to do...
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Old 01-15-2010, 09:39 PM   #20
manikus
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Sunglass Man Re: Spells for DC

Quote:
Originally Posted by Shadow Stranger View Post
If you drop it you might, or might not, affect the combat balance of imported FRUA designs. Their combats were designed for a world where Iron Skin was available at spell level 5.
I don't know if removing Iron Skin will change the balance of play, but the fact that 7 monster summoning and 2 conjure elemental spells have been added certainly will.

This is one of those things that will be up to the designer to make sure works to their liking.
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