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Sleeper23
11-04-2014, 11:32 AM
Hello.

I see many good suggestions on this forum and realy like the attemp to make the gap between classes smaler - but something is missing.
I useualy chooce casterclasses in mmo's (my "weak spot" from the pen & paper version of dungeons and dragons)

I've been wondering, how hard it would be to intoduce new spells to the game, so the various schools of magic becomes "legit to play"
Some of the schools already got a nice variety of spells to chooce from, but wouldent it be cool to have an illisionist who could create illusionary walls (blocking mobs) or casting claws of darkness on your monk, a zone of silence or a shadowdouble?
Make a few of each school's (new) spells only available to specialists.
Maybe make these only obtainable through some quest/raid, just like other "special loot"
Maybe even introduce spellcrafting for the "school-only" spells (not sure about this one)
Heres a small list of 4-5k spell-variants from diffrent D&D compendiums, im pretty sure you can find more if you quickscan the dragonmagazines. http://dndtools.eu/spells/

Enoach
11-04-2014, 01:13 PM
personally I would love to see more spells added to all of the schools. It would make Arch Magi type wizards more open to options.

More spells would also mean a greater chance of not having everyone with the same spell list and also make the classes that can switch spells around feature more attractive to players. Again the more options we have the better.

Also I think it would be fun to have NPCs using Cone of Silence to make some spells a little harder to use, it would be much better then having them spam Walls of fire and Blade barriers which stopped stacking ages ago.

moo_cow
11-04-2014, 01:32 PM
Hello.

I see many good suggestions on this forum and realy like the attemp to make the gap between classes smaler - but something is missing.
I useualy chooce casterclasses in mmo's (my "weak spot" from the pen & paper version of dungeons and dragons)

I've been wondering, how hard it would be to intoduce new spells to the game, so the various schools of magic becomes "legit to play"
Some of the schools already got a nice variety of spells to chooce from, but wouldent it be cool to have an illisionist who could create illusionary walls (blocking mobs) or casting claws of darkness on your monk, a zone of silence or a shadowdouble?
Make a few of each school's (new) spells only available to specialists.
Maybe make these only obtainable through some quest/raid, just like other "special loot"
Maybe even introduce spellcrafting for the "school-only" spells (not sure about this one)
Heres a small list of 4-5k spell-variants from diffrent D&D compendiums, im pretty sure you can find more if you quickscan the dragonmagazines. http://dndtools.eu/spells/

This would be nice. Illusion school has one offensive spell and it is level 4. The rest are either buffs or level 1 garbage. Transmutation has several spells, but again it has like 2 good spells in all of them, dc wise. Necro, enchant, conj, and evocation are all at a good place, but we could always use more.

Ermin_Sivarch
11-04-2014, 03:02 PM
I was always shaky about abjuration archmage DC spells, but looked it up and appearantly they specialize in dispel magic and bansihement /dismissal. I have a 20th level wizard who does specializes in abjuration, mostly for the cheaper extend and no material components to cast stoneskin. Stoneskin at the lower levels makes you very hard to kill against melee/archer mobs.

I wouldn't want a Dev to design spells for a niche segment of casters that most couldn't use. I think that some schools could use a few more useful attack spells to help round out there schools. I don't see a problem with allowing others to cast it but allowing those that have the specialty in the school to give it that extra oomph.