| Post/Author/DateTime | Post |
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| #1DaleMcCoyMar 17, 2015 10:33:27 |
Last week, I discussed spells that I am glad changed. Today I would like to discuss some of my favorite spells that are new. While it is true that the majority of the spells are either the same as previous editions or very recognizable, some spells never appeared in 3rd edition or earlier (they may have appeared in 4th; again I am not terribly familiar with that edition). So in no particular order, several spells that are are new that I enjoy.
So there you have some. Some new spells you should look at for your characters. What new spells do you like? Leave your thoughts in the comments below. Have fun and keep gaming. |
| #2Ralif_RedhammerMar 17, 2015 11:10:26 | Witch Bolt is a good one, but it always occasions “Which bolt?” jokes at my gaming group. |
| #3arnwolf666Mar 17, 2015 12:28:01 | Absolutely hate the Enhance Ability Spell. |
| (Reply to #3)AaronOfBarbaria |
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| #5RhennyMar 17, 2015 15:49:42 | Cool.
For the cleric, Spiritual Guardian is pretty awesome as well. In our last game session the cleric and party were in dire straits against 8 animated suits of armor. The cleric went to spiritual guardian and his guardians did about 18 points or more to all 8 of the foes. That's nearly 160 points of damage. It was also cool to visualize his guardians hampering the movement of the foes as well. |
| #6FallingIcicleMar 17, 2015 16:21:53 | Demiplane. There are so many uses for this spell - hideout, "portable" storage locker, etc. It's great for safely hiding your clones. Make tuning rods for your demiplanes and you can even use them with plane shift, trapping monsters inside them.
Misty Step. Being able to teleport as a bonus action is amazing. I don't think I'll ever play a wizard that doesn't take this spell. |
| (Reply to #4)arnwolf666 |
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| (Reply to #7)AaronOfBarbaria |
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| #9Tony_VargasMar 17, 2015 18:50:51 |
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| #10Tempest_StormwindMar 18, 2015 13:24:23 | And Demiplane and Misty Step were 3e under the names Genesis and Dimension Hop, though the latter evolved into 4e's Misty Step eladrin racial power.
Thankfully, Demiplane is also nowhere near as exploitable as the first versions of Genesis - it let you set the planar traits, with no restriction on the time traits. Want a hideout where you can finish years-long research projects in a day, or an 8-hour rest in a minute (such that as long as you had two Plane Shifts, you had "unlimited spells")? With early Genesis, you could! (This was an absolute favorite among theoretical optimizers for a reason, although it rarely saw actual play since it's a situational 9th level spell that took months to develop.)
There was a version published in the Expanded Psionics Handbook - a book that 5e learned quite a lot from, in that this book introduced the idea of scaling by "slot" instead of scaling by "caster level" - which eventually banned this sort of stunt. (It also removed an effect that showed up on some previous versions, the "anti-Genesis" effect where casting it on a different plane, including the material plane, wiped out everything in its slowly-advancing area.)
The XPH also had Animal Affinity, a single spell version of the 6 ability enhancers, so you can view that as a prototype for Enhance Ability.
Even Spirit Guardians is disturbingly similar to 3e's Legion of Sentinels, with a class swap (the 3e one is an illusionist trick rather than divine bodyguards, but the mechanics and imagery are really similar).
I'm not sure which spells are "really" new to 5e - but I do know I greatly prefer this edition's implementations of most of them. |
| #11ZardnaarMar 18, 2015 2:45:05 |
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| #12arnwolf666Mar 18, 2015 3:49:53 | I am quite aware of what Enhance Ability does. I just don't find it worth a second level slot, especially with concentration. |
| #13ZardnaarMar 18, 2015 10:35:38 |
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| (Reply to #11)AaronOfBarbaria |
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