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spell_modifications

SPELL MODIFICATIONS

Certain spells are being modified and house-ruled and will all be detailed below:

Divine Spells

  1. Deal Light Wounds: this spell now has a range of 10', may roll save to avoid damage.
  2. Deal Serious Wounds: this spell now has a range of 10', may roll save to avoid damage.
  3. Deal Critical Wounds: this spell now has a range of 10', may roll save to avoid damage.

Rationale: without allowing these spells to be used in combat, evil clerics are essentially useless, they can't heal their friends and tricking enemies into letting them touch them is hella-lame. The spells are still limited, as the cleric has to be close enough to cast, but still can't engage in melee.

Arcane Spells

  1. Magic Missile: this spell is completely gimped in this version if used as written. It requires a roll to hit AND allows a saving throw. House Rule: no attack roll needed, but saving throw allowed.
  2. Shocking Grasp: calls for a touch, I'm going to rule that this means you must be in melee contact, and that this is the only spell one can cast in melee contact. No attack roll needed, but saving throw allowed.
  3. Sleep Spell: to avoid no save TPK whenever low level characters see a mage, any target with Fighter, Cleric, Magic-User or Thief class, whether PC or NPC, does get a save vs. Sleep Spell.
  4. Enchant an Item: this spell is replaced with the Enchanter's Furnace rules.
spell_modifications.txt · Last modified: 2021/03/05 12:07 by dave