The Spells we should get

We should get spells that look and work like this (unless otherwise noted if a spell is not listed the packet version is preferred):

Animate Dead
3rd-level necromancy (ritual)

Casting Time: 1 action
Range: 10 feet
Duration: Instantaneous

Choose a pile of bones or a corpse of a Medium or Small humanoid within range. Your spell imbues the target with a foul mimicry of life, raising it as an undead creature. The target becomes an undead under your controll for 24 hours based on the spell slot level that this spell is cast in as follows:
Spell       Undead Type and Number
Slot        (choose one column when you cast the spell then reference the spell slot number)
Level      Skeleton/Zombie4     Ghoul     Wight     Vampire1,2     Death Knight1,3
3           1
4           2                              1
5           3                              2            1
6           4                              3            2
7           5                              3            3           1
8           6                              3            3           1
9           7                              3            3           1                    1
1Ritual only.
2Requires the fresh corpse of an undead killed noble. When created a contest of wills ensues. The caster and the Vampire roll opposed Charisma checks. If the caster wins the Vampire is under their control. If the Vampire wins it flees until it can create an army of Vampires then returns for revenge. The caster must repeat this check everytime they extend this spell.
3Requires the decayed corpse of a fallen knight or paladin of 8th level or higher. See 2, except the Death Knight returns with an army of skeletons and Zombies.
4If a pile of bones is used Skeletons are created, if a corpse is used a zombie is created.

The creature is under your control for 24 hours, after which it stops obeying any command you have given it and may turn on you (see the chart above). As part of your action, you can mentally command any creature you made with this spell if the creature is within 50 feet of you. You decide what action the creature will take and where it will move during its next turn, or you can issue a general commmand, such as to guard a particular chamber or corridor.
To maintain control of the creature for another 24 hours, you must cast this spell on the creature before the current 24-hour period ends (some undead get an opposed Charisma check to resist the control). This use of the spell reasserts your control over the creature, rather than animating a new creature. Animating the dead is not a good act, and only evil casters use this spell. The maximum limit of undead you can control at any given time is a number of hit dice of undead equal to your level.
Material Components: A drop of blood, a piece of flesh, and a pinch of bone dust, and the corpse to be animated (see chart above).

Arc Lightning
Evocation Cantrip

Casting Time: 1 action
Range: 20 feet
Duration: Instantaneous

Lightning leaps from your outstretched hand, weaving safely through your allies to slam into your foes. Choose a creature within 20 feet. The creature must succed at a Dexterity saving throw or take 1d6 damage. If the target failed the saving throw, choose another creature within 10 feet of the first. That creature must make a Dexterity saving throw or take 1d6 damage.
At Higher Levels: The spell's damage increases by 1d6 when you reach a caster level of 8th (2d6) and 16th (3d6).

Beast Switch
Transmutation Cantrip

Casting Time: 1 action
Range: Touch
Duration: Instantaneous

You reach out and touch your foe, and for an instant it transforms into a smaller, frightened beast that runs in a wild panic before returning to its true shape. Make a melee attack roll to touch a creature if you succeed the target must move 5 feet away from you on their turn and cannot take reactions until the start of its next turn.
At Higher Levels: The spell's move increases by 5 feet when you reach a caster level of 8th (10 feet) and 16th (15 feet).

Beguiling Strands
Enchantment Cantrip

Casting Time: 1 action
Range: Self
Duration: Instantaneous

A strand of scintillating colors and gleaming lights clouds your enemie's minds and forces them to move away. A blast of psychic energy erupts from your hands. Each creature in a 5 foot cone must make a Charisma saving throw. A creature that fails the save must move as far away from you as possible on their next turn using their movement. (they may move back using their action if they choose). If the take damage before the move is over they can stop and use the rest of their move as they like.
At Higher Levels: The spell's cone size increases by 5 feet when you reach a caster level of 8th (10') and 16th (15').

Breath of Night
Evocation Cantrip

Casting Time: 1 action
Range: Self
Duration: Instantaneous or concentration

At your whisper, the chill night wind answers, a forceful gust that heeds your will. Each creature in a 10 foot radius cylinder must make a Strength saving throw. A creature is pushed 5 feet times your Wisdom modifier and takes 1d6 cold damage on a failed save, and half as much damage on a successful one.
You may expend your action on your next turn to repeat the effects of the spell on any targets in the area. If you do the cylinder moves 10 feet away from you each time you expend an action to repeat the effects.
At Higher Levels: The spell's damage increases by 1d6 when you reach a caster level of 8th (2d6) and 16th (3d6).

Chilling Cloud
Evocation Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: 1 round or concentration

A lingering sarm of ice crystals chills foes to the bone. A 5 foot radius circle of ice shards appear within 50 feet of you. Any creature in the area must succeed at a Constitution saving throw or take 1d6 cold damage. On a failed saving throw they take half. Until the start of your next turn, any enemy in the area must make a Dexterity saving throw to move through the area. If they fail they fall prone. You can expend your action on your next turn to repeat the effect. If you do the circle radius increases by 5 feet each time you do this to a miximum of 30 feet radius.
At Higher Levels: The spell's circles radius increases by 5 feet when you reach a caster level of 8th (10 feet) and 16th (15 feet).

Cloud of Daggers
Conjuration Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: 1 round or Concentration

You create a small cloud of whirling daggers of force that relentlessly attack creatures in the area. Choose a 5 foot radius circle within 50 feet. Daggers of force appear and whirle around in that area. Any creature in the area must succeed at a Dexterity saving throw or take 1d6 force damage. If they succeed they may move to the nearest area outside the circle as a reaction. The daggers remain until the start of your next turn. Any creature entering the area takes 1d6 damage. You may expend an action on your next turn to repeat the effect. Each time you do this the circles radius expands by 5 feet up to a maximum of 30 feet.
At Higher Levels: The spell's damage increases by 1d6 when you reach a caster level of 8th (2d6) and 16th (3d6).

Erupting Flare
Evocation Cantrip

Casting Time: 1 round
Range: 50 feet
Duration: Instantaneous

You kindle a massive, sudden flame within your enemy. The fires burn your foe and spill out to singe any who stay near. Make a ranged attack against a creature within 50 feet. You have a bonus to the roll equal to your magic ability modifier + your spell casting bonus, if any. On a hit, the target takes 1d6 fire damage, and any creature that ends its turn next to the target before the start of your next turn takes 1d4 fire damage.
At Higher Levels: The spell's main target damage increases by 1d6 and the spell's secondary target damage increases by 1d4 when you reach a caster level of 8th (2d6, 2d4) and 16th (3d6, 3d4).

Flame Arrow
Enchantment Cantrip

Casting Time: 1 action
Range: 5 feet
Duration: 1 round

By pointing at a projectile or a ranged weapon, you cause it to be wreathed in flame. Each ally within 5 feet of you when you cast this spell that is weilding a ranged weapon gains an additional 1d4 fire damage on their next ranged attack within 1 round.
At Higher Levels: The spell's damage increases by 1d4 when you reach a caster level of 8th (2d4) and 16th (3d4).

Freezing Burst
Conjuration Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous

You hurl a hailstone toward your foes. It explodes among them, temporarily turning the ground into an ice slick. Choose a 5 foot radius circle within 50 feet. Each creature in the area must succeed at a Dexterity saving throw or take 1d6 cold damage and be pushed 5 feet from the center of the circle.
At Higher Levels: The spell's damage increases by 1d6 and the distance pushed increases by 5 feet when you reach a caster level of 8th (2d6, 10 feet) and 16th (3d6, 15 feet).

Howling Wall
Evocation Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: Concentration or 1 round.

A screaming wind gusts across the battlefield, buffeting creatures in its path. You create a wall of wind on a solid surface within range. The wall is 10 feet long, 5 feet high, and 5 foot thick. The wall lasts until the start of your next turn. When the wall appears, each creature within its area must make a Dexterity saving throw. On a failed save, it is pushed 5 feet in the direction of one of the walls shorter ends (chosen by the caster when the spell is cast). The wall is difficult terrain.
On the casters next turn they can choose to expend an action to repeat the effect, otherwise the spell ends.
At Higher Levels: The spell's push is increases by 5 feet when you reach a caster level of 8th (10 feet) and 16th (15 feet).

Hypnotism
Charm Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous

A creature within 50 feet must make a Charisma saving throw (their choice) with a bonus equal to their Wisdom modifier. On a failure the caster chooses whether on their turn they use their action to make an attack with the weapon in their hand against a random adjacent creature or whether they move 15 feet in a random direction.

Phantom Cage
Illusion Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: 1 round or concentration

A cage of illusory razor sharp blades rises out of the ground and surrounds your enemy. Choose a Medium sized creature or smaller within 50 feet. The creature must make a Wisdom saving throw. On a failure they take 1d6 psychic damage if they move on their turn.
The caster can repeat the effect if they expend an action on the start of their next turn.
At Higher Levels: The spell's damage increases by 1d6 and the size of the creature that can be targeted increases to Large when you reach a caster level of 8th (2d6, Large) and 16th (3d6, Huge).

Restless Dead
Necromancy Cantrip

Casting Time: 1 round or more
Range: 50 feet
Duration: 1 round or concentration up to 1 minute

Agitated ghostly hands break free from the ground to scrabble and claw at your enemy. Choose a 5 foot radius circle within 50 feet. This area becomes difficult terrain until the start of your next turn. Any creature moving through the terrain must make a Constitution saving throw or take 1d4 necrotic damage per 5 feet of movement. The caster may choose to extend the casting time of this Cantrip. If they do the radius of the circle is increased by 5 feet for every extra action used to cast this Cantrip up to a maximum of 20 foot. The caster may choose at the start of their turn to expend an action to repeat the effects of this spell (including the extended radius if they chose to use multiple actions to cast this Cantrip).
At Higher Levels: The spell's damage increases by 1d6 when you reach a caster level of 8th (2d6) and 16th (3d6).

Rotting Doom
Necromancy Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: 1 round or concentration

You hold up your hand, palm out, and release pale wisps to infect your foes with horrid decay. Make a ranged attack against a creature within 50 feet. You get a bonus to the attack equal to your spell casting bonus + your spell casting ability modifier. On a hit the creature takes 1d4 extra damage from Bludgeoning, Piercing, and Slashing damage until the start of your next turn. You can expend an action on your next turn to repeat the effect. If you do this instead of the caster making an attack the target gets to make a Constitution saving throw, success means they no longer take the extra damage.
At Higher Levels: The spell's damage increases by 1d4 when you reach a caster level of 8th (2d4) and 16th (3d4).

Storm Pillar
Conjuration Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: 1 round or concentration

A crackling column of lightning appears amid your enemies, lashing out at any who move near it. You conjure a pillar of crackling energy in an unoccupied 5 foot radius circle within range. The pillar is solid and lasts until the start of your next turn. Each enemy adjacent to the pillar when the spell is cast must make a Dexterity saving throw or take 1d6 damage, on a successful save they may move 5 feet away as a reaction to avoid the damage. Any creature that moves next to the pillar takes 1d6 damage with a Dexterity save for half, but only once, on its turn. The caster may expend an action on their next turn to repeat the effect.
At Higher Levels: The spell's damage increases by 1d6 when you reach a caster level of 8th (2d6) and 16th (3d6).

Unraveling Dart
Enchantment, Conjuration Cantrip

Casting Time: 1 action
Range: 50 feet
Duration: Instantaneous

Gray, smoky darts leap from your fingertips to strike at your foes where they are weakest. Make a ranged attack against a target within 50 feet. You get a bonus to the attack equal to your spell casting bonus + your spell casting ability modifier. When you cast the spell choose a damage type: Acid, Cold, Fire, Force, Lightning, Necrotic, Psychic, Radiant, or Thunder. On a hit the attack deals 1d6 of your chosen damage type to the target.
At Higher Levels: The spell's damage increases by 1d6 when you reach a caster level of 8th (2d6) and 16th (3d6).

Witch Bolt
Evocation, Necromancy Cantrip

Casting Time: 1 action
Range: 25 feet
Duration: Instantaneous or concentration up to 1 minute.

You hurl a bolt of crackling energy, forming a line between you and your foe. Make a ranged attack against a target within 25 feet. You get a bonus to the attack equal to your spell casting bonus + your spell casting ability modifier. On a hit the target takes 2 points of damage. You can choose to expend an action on your next turn to deal double the amount of damage you dealt on your last round with this spell. If you do this you do not need to make the attack again. If the target moves out of range of this spell, then it ends and no more damage may be dealth with this casting of the spell. The target on their turn can give up their movement to make a Dexterity save to end the spell. If they instead give up their action they may make the save with advantage. If they give up both their movement and their action to try to stop the spell, it ends automatically.
At Higher Levels: The spell's starting damage increases by 2 when you reach a caster level of 8th (4) and 16th (6).

Call Lightning
As packet and add the following:
After casting this spell you must wait 24 hours before casting it again. Casting this spell causes a permanent thunderstorm in the area for 4d6+10 minutes with the attendant rain, blocking of the sun, and slick terrain.

Cause Fear
1st-level illusion

Casting Time: 1 action
Range: 10 feet
Duration: Up to 1 minute

You create a phantasmal image of sheer terror in the minds of your enemies. Each creature of your choice within range that does not have advantage on their saving throws (from magic resistance) or that is not immune or resistant to fear is frightened for 1 round. After this on your turn every round they must succeed on a Wisdom saving throw or continue to be frightened for up to 1 minute. After succeeding at a saving throw from this spell the same creature cannot be affected again by the same caster casting this spell.
This spell has no effect upon undead or constructs.

Anti-Magic Field
As packet with the Dispel Magic and Greater Dispel magic section changed to:
Dispel Magic: Spells and magical effects such as dispel magic and greater dispel magic require the caster of the Dispel Magic or Greater Dispel Magic to roll an opposed check with the caster of the Anti-Magic Field. Both casters gain their Spell Casting Bonus + their Spell Casting Ability Modifier + their level to the roll. If the caster of Dispel Magic or Greater Dispel Magic rolls equal to or higher than the caster of the Anti-Magic Field then the Anti-Magic Field is dispelled, if it is lower the caster of the Dispel Magic or Greater Dispel Magic failes and retains the spell slot, but cannot try again on this casting of Anti-Magic Field.

Blade Barrier
As packet but add:
This damage can only be applied once per round.

Blink
As packet, but remove the roll on a 1 and replace with:
If you roll a 1 on the d20, roll again. If you roll another 1, you are lost in the Ethereal Plane for 2d6 rounds. At the end of that time, you reappear as described above.
(2d6 hours is insanely long. If you were to roll that you might as well go play PS3 or something while everyone finishes up the session).

Cloud Kill
As packet, but add the following line:
a creature can only take this damage once per round.

Haste
3rd-­level transmutation
Casting Time: 1 action
Range: 25 feet
Duration: Concentration, up to 1 minute
Choose a 20 foot circle within 25 feet. Any willing creature within that area are hasted. Until the spell ends, the targets' speed is doubled, it gains a +2 bonus to AC, it has advantage on Dexterity saving throws, and it gains an additional, hasted action on each of its turns. The hasted action can be used only to cast a cantrip, make a single attack, disengage, or hustle. The extra cantrip or attack doesn't add ability bonuses, attack bonuses, or spell casting bonuses to the attack roll or spell save DC. If a caster casts any spell other than a cantrip in the same round, they cannot cast another spell with the action. When the spell ends, the targets' can’t move or take actions until after its next turn, as a wave of lethargy sweeps over it.
Material Components: A shaving of licorice root.
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
I'll update and edit the spells above with suggestions and additions over time...
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
Wow...
I didn't read all of them, but I really like your version of Raise Dead, and this cantrip scaling is way better than the current scaling. The Call Lightning fix also looked good.  
Wow...
I didn't read all of them, but I really like your version of Raise Dead, and this cantrip scaling is way better than the current scaling. The Call Lightning fix also looked good.  



Yep, finding a dead noble or a dead fighter of high level to get a single undead that has a chance of breaking free is much better.

Call Lightning is just broken, I figured it should have some role playing aspects to it.

The Cantrips assume that casters get a second Cantrip use when they use an action and no other spell in the same round between level 8 and 16...
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
Glad to see the 'Nethermancy' Unravelling Dart there. I miss that kind of magic :D
Glad to see the 'Nethermancy' Unravelling Dart there. I miss that kind of magic :D



It gives the Mage a slight advantage against a creature that has a weakness that the mage knows about. I like the idea of the Witch Bolt. Where it might not matter if you hit on the first round, but on the 3rd or 4th round the target is really starting to hurt...
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
Animate Dead - Looks good.  Though I still strongly dislike rituals,  I would use it in my game.

Arc Lightning - Disagree with the dexertity save for 0 damage.  You're not dodging electricty.

Beast Switch - Have major problems with this one.  First,  it's uber.  You can turn a dragon into a mouse.  Second,  the 1d6 damage doesn't make alot of sense.  Third,  the whole "Prone" thing makes no sense,  there's no reason why you would end up lying down.  Fourth,  I really don't see a need for the phrase "Pushed back",  the creature isn't being pushed.

Beguiling Strands - Is is a stream of colors,  or is it psychic energy?  Also,  the Charisma save doesn't make sense.  In either case,  it's attacking their intelligence/wisdom,  not their charm.

Breath of Night - Why is Constitution preventing a creature from being pushed by wind?  This should be Strength.  Why is Wisdom affecting it in any way?  Wisdom and Wind have no relationship.  Why can  you only repeat it on creatures who failed their saves?  It's wind,  not a mental attack.

Chilling Cloud - Looks good,  I would use it in my game.

Cloud of Daggers - It's a bit weird,  but it's fine.

Erupting Flame - Why am I making a ranged attack?  I didn't cast a projectile.

Flame Arrow - Looks good.  I'd suggest naming it Enflame Arrow though,  the current title makes it sound like a spell that launches a Flame Arrow.

Freezing Burst - Looks good.

Howling Wall - Looks good.

Hypnotism - Looks good.

Phantom Cage - Looks good.

Restless Dead - If claws from the ground are making a physical attack,  why is Constitution the save?  Should be Dexterity.

Rotting Doom - Looks good.

Storm Pillar - Again,  saving shouldn't negate the damage,  no one is dodging electricity.

Unraveling Dart - Nitpicking,  but the damage choice should be made at the time the spell is cast,  not the time it hits.  It's a bit hard to accept that one when it seems like the Mage is being asked "What damage do you want" when the dart strikes.

Witch Bolt - I'd give the target a Dexterity save on round 2 - round n.  They should be trying to escape it.  It's a bit broken as it is,  because all you do is establish the beam and get the fighter to kite the critter,  or establish the beam from a small hole in a wall where they can't reach you.

Call Lightning - Making it once a day is a exception to the existing spell system.  I don't think we need Dailies.

Cause Fear - Should have a saving throw on Round 1 too.  It's broken as it is.  It means you would affect a Dragon,  or even Asmodeous with fear,  which is excessive at anything under like level 8 or level 9 spells.

Also,  why are these spells all dealing 1d6 damage?  Some of these spells are significant enough that they should be starting higher,  and at a higher level.    
Animate Dead - Looks good.  Though I still strongly dislike rituals,  I would use it in my game.

Arc Lightning - Disagree with the dexertity save for 0 damage.  You're not dodging electricty.



You aren't dodging lightning, you are dodging the casters aim. Its just like you don't dodge bullets, you dodge the aim of the shooter.

Beast Switch - Have major problems with this one.  First,  it's uber.  You can turn a dragon into a mouse.  Second,  the 1d6 damage doesn't make alot of sense.  Third,  the whole "Prone" thing makes no sense,  there's no reason why you would end up lying down.  Fourth,  I really don't see a need for the phrase "Pushed back",  the creature isn't being pushed.



Fixed.

Beguiling Strands - Is is a stream of colors,  or is it psychic energy?  Also,  the Charisma save doesn't make sense.  In either case,  it's attacking their intelligence/wisdom,  not their charm.



Its a psychic attack against Charisma because Charisma is the self stat. Read the play test packet. It could go either way Wisdom or Charisma, but there are very few Charisma saves so far.

Breath of Night - Why is Constitution preventing a creature from being pushed by wind?  This should be Strength.  Why is Wisdom affecting it in any way?  Wisdom and Wind have no relationship.  Why can  you only repeat it on creatures who failed their saves?  It's wind,  not a mental attack.



Constitution is endurance. It could go Strength.Very few Strength saves. I changed it to Strength. Wisdom is how you use things. Tou are wise enough to know where to push with the wind to cause them to lose their footing. Fixed the failed save thing.

Chilling Cloud - Looks good,  I would use it in my game.

Cloud of Daggers - It's a bit weird,  but it's fine.

Erupting Flame - Why am I making a ranged attack?  I didn't cast a projectile.



Because if you miss the flames don't appear inside the creature and harmlessly appear near them.

Flame Arrow - Looks good.  I'd suggest naming it Enflame Arrow though,  the current title makes it sound like a spell that launches a Flame Arrow.



Tradition.

Freezing Burst - Looks good.

Howling Wall - Looks good.

Hypnotism - Looks good.

Phantom Cage - Looks good.

Restless Dead - If claws from the ground are making a physical attack,  why is Constitution the save?  Should be Dexterity.



They aren't making physical attacks, they are making necrotic attacks. You can't dodge something that is all over the place short of jumping out of the area.

Rotting Doom - Looks good.

Storm Pillar - Again,  saving shouldn't negate the damage,  no one is dodging electricity.



Fixed.

Unraveling Dart - Nitpicking,  but the damage choice should be made at the time the spell is cast,  not the time it hits.  It's a bit hard to accept that one when it seems like the Mage is being asked "What damage do you want" when the dart strikes.



Sure. Fixed.

Witch Bolt - I'd give the target a Dexterity save on round 2 - round n.  They should be trying to escape it.  It's a bit broken as it is,  because all you do is establish the beam and get the fighter to kite the critter,  or establish the beam from a small hole in a wall where they can't reach you.



All they have to do to break the spell is move out of the range (25 feet). Most creatures can do this with a single move. Any creature can do it with a double move. Its a control spell that forces the target to either move away from you or take escalating damage. Its fine as is and is only really threatening if the target stays in the area for more than a few rounds.

Call Lightning - Making it once a day is a exception to the existing spell system.  I don't think we need Dailies.



The only other option is to nerf it because a Mage that takes the druid spell feat tree would get it as a spell for themselves and be able to cast it once a day to deal massive damage. So it has to have equal deteriments or lower damage which would negatively impact druids.

Cause Fear - Should have a saving throw on Round 1 too.  It's broken as it is.  It means you would affect a Dragon,  or even Asmodeous with fear,  which is excessive at anything under like level 8 or level 9 spells.



Frightened: Disadvantage on attacks and checks while the source of fear is within its line of sight. They also cannot move close to the source of their fear.

Not really overpowered. Saves the caster for a round but not by much. I'll add a sentence to it to make it better.

Also,  why are these spells all dealing 1d6 damage?  Some of these spells are significant enough that they should be starting higher,  and at a higher level.    



The spells are dealing 1d6 damage because they assume the fixed Cantrip rules that will grant a second Cantrip attack if you don't cast another spell in the same round sometime between 8th and 16th level.
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.


Breath of Night - Why is Constitution preventing a creature from being pushed by wind?  This should be Strength.  Why is Wisdom affecting it in any way?  Wisdom and Wind have no relationship.  Why can  you only repeat it on creatures who failed their saves?  It's wind,  not a mental attack.



Constitution is endurance. It could go Strength.Very few Strength saves. I changed it to Strength. Wisdom is how you use things. Tou are wise enough to know where to push with the wind to cause them to lose their footing. Fixed the failed save thing.

Restless Dead - If claws from the ground are making a physical attack,  why is Constitution the save?  Should be Dexterity.



They aren't making physical attacks, they are making necrotic attacks. You can't dodge something that is all over the place short of jumping out of the area.

Witch Bolt - I'd give the target a Dexterity save on round 2 - round n.  They should be trying to escape it.  It's a bit broken as it is,  because all you do is establish the beam and get the fighter to kite the critter,  or establish the beam from a small hole in a wall where they can't reach you.



All they have to do to break the spell is move out of the range (25 feet). Most creatures can do this with a single move. Any creature can do it with a double move. Its a control spell that forces the target to either move away from you or take escalating damage. Its fine as is and is only really threatening if the target stays in the area for more than a few rounds.

Call Lightning - Making it once a day is a exception to the existing spell system.  I don't think we need Dailies.



The only other option is to nerf it because a Mage that takes the druid spell feat tree would get it as a spell for themselves and be able to cast it once a day to deal massive damage. So it has to have equal deteriments or lower damage which would negatively impact druids.

Cause Fear - Should have a saving throw on Round 1 too.  It's broken as it is.  It means you would affect a Dragon,  or even Asmodeous with fear,  which is excessive at anything under like level 8 or level 9 spells.



Frightened: Disadvantage on attacks and checks while the source of fear is within its line of sight. They also cannot move close to the source of their fear.

Not really overpowered. Saves the caster for a round but not by much. I'll add a sentence to it to make it better. 

 
Wisdom for breath of the night is kind of odd, I must say.
The description of Restless Dead makes it seem like a physical attack.
Maybe Witch Bolt should have a maximum damage expression... 
What makes Call Lightning more powerful for a Wizard than it is for a Druid? Also, the 1/day limit is a little odd, but you're right, there does need to be some limitation. 
The thing about Cause Fear is while it isn't OP, it's odd that it can frighten high level creatures if they don't have magic resistance. 
Quote failure...

Wisdom for breath of the night is kind of odd, I must say.
The description of Restless Dead makes it seem like a physical attack.
Maybe Witch Bolt should have a maximum damage expression... 
What makes Call Lightning more powerful for a Wizard than it is for a Druid? Also, the 1/day limit is a little odd, but you're right, there does need to be some limitation. 
The thing about Cause Fear is while it isn't OP, it's odd that it can frighten high level creatures if they don't have magic resistance. 



Well, restless dead could be a physical attack, but then its not really a necromancy spell, but I can change it if everyone wants it as physical damage, but then it would be save for half or Dex save to get out of the area.

Witch Bolt takes 2, 4, 8, 16, 32 which is 3-4 rounds before it really is something to worry about and the target can disrupt it at any time by simply moving out of the area. Its also a concentration spell so it can be disrupted by getting hit.

Wizard's can haste and cast another spell with Call Lightning like Ray of Frost which would throw their damage through the roof with some higher level spell slot Call of Lightnings.

Cause fear is taken from the mind of the target so a powerful creature might fear another powerful creature and be distracted for six seconds before they realize its a spell affecting them and then make their save. If its resistant to magic or fear it automatically fails and it can't be used more than once per creature ever. I'd say that's pretty balanced...
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
Quote failure...

Wisdom for breath of the night is kind of odd, I must say.
The description of Restless Dead makes it seem like a physical attack.
Maybe Witch Bolt should have a maximum damage expression... 
What makes Call Lightning more powerful for a Wizard than it is for a Druid? Also, the 1/day limit is a little odd, but you're right, there does need to be some limitation. 
The thing about Cause Fear is while it isn't OP, it's odd that it can frighten high level creatures if they don't have magic resistance. 



Well, restless dead could be a physical attack, but then its not really a necromancy spell, but I can change it if everyone wants it as physical damage, but then it would be save for half or Dex save to get out of the area.



Maybe make it "Ghostly hands" then?  Making it some form of spirit attack I think would reduce/eliminate the confusion. 

Witch Bolt takes 2, 4, 8, 16, 32 which is 3-4 rounds before it really is something to worry about and the target can disrupt it at any time by simply moving out of the area. Its also a concentration spell so it can be disrupted by getting hit.



IMO,  there's still a problem in there.  Kite something into a dead end and block it with something (Stoneshape?).  A good example would be a castle with murder holes,  lead the enemy in,  drop the porticulus on each side,  and it's going to kill them as they can't move out of the range and can't break the beam. 


Cause fear is taken from the mind of the target so a powerful creature might fear another powerful creature and be distracted for six seconds before they realize its a spell affecting them and then make their save. If its resistant to magic or fear it automatically fails and it can't be used more than once per creature ever. I'd say that's pretty balanced...



I'm good with creatures of significant power being inherently resistant.

I rescind my comment about the 1d6,  I didn't realize you were talking Cantrips.  These are all quality then. 
These all make me miss 4e spellcasters...
These all make me miss 4e spellcasters...


Yeah... 

Quote failure...

Wisdom for breath of the night is kind of odd, I must say.
The description of Restless Dead makes it seem like a physical attack.
Maybe Witch Bolt should have a maximum damage expression... 
What makes Call Lightning more powerful for a Wizard than it is for a Druid? Also, the 1/day limit is a little odd, but you're right, there does need to be some limitation. 
The thing about Cause Fear is while it isn't OP, it's odd that it can frighten high level creatures if they don't have magic resistance. 



Well, restless dead could be a physical attack, but then its not really a necromancy spell, but I can change it if everyone wants it as physical damage, but then it would be save for half or Dex save to get out of the area.



Maybe make it "Ghostly hands" then?  Making it some form of spirit attack I think would reduce/eliminate the confusion.



I'll change the text for it, but keep the name because tradition.

Witch Bolt takes 2, 4, 8, 16, 32 which is 3-4 rounds before it really is something to worry about and the target can disrupt it at any time by simply moving out of the area. Its also a concentration spell so it can be disrupted by getting hit.



IMO,  there's still a problem in there.  Kite something into a dead end and block it with something (Stoneshape?).  A good example would be a castle with murder holes,  lead the enemy in,  drop the porticulus on each side,  and it's going to kill them as they can't move out of the range and can't break the beam.



How would that be any different than any other spell? I mean once you got them in a dead end its gonna die pretty quick anyway and again to even equal Ray of Frost damage (1d8 average 4.5) it takes 2-3 rounds of continuous use. I'll add one sentence that will probably satisfy you.

Cause fear is taken from the mind of the target so a powerful creature might fear another powerful creature and be distracted for six seconds before they realize its a spell affecting them and then make their save. If its resistant to magic or fear it automatically fails and it can't be used more than once per creature ever. I'd say that's pretty balanced...



I'm good with creatures of significant power being inherently resistant.

I rescind my comment about the 1d6,  I didn't realize you were talking Cantrips.  These are all quality then. 



I added a few more spells and made the noted changes. What do you think now?
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
Nice!  Will definitely keep an eye on this thread.

Added a fixed haste spell...
"Unite the [fan] base? Hardly. As of right now, I doubt their ability to unite a slightly unruly teabag with a cup of water."--anjelika
1-4E play style
The 4E play style is a high action cinematic style of play where characters worry less about being killed in one hit and more about strategy and what their next move is and the one after it. The players talk back and forth about planning a battle and who can do what to influence the outcome. 4E play is filled with cinematic over the top action. An Eladrin teleports out of the grip of the Ogre. The Fighter slams the dragons foot with his hammer causing it to rear up and stagger back in pain. The Cleric creates a holy zone where their allies weapons are guided to their targets and whenever an enemy dies the Clerics allies are healed. 4E is about knowing when to lauch your nova attack, whether its a huge arcane spell that causes enemies to whirl around in a chaotic storm, or if its a trained adrenaline surge that causes you to attack many many times with two weapons on a single target, or a surge of adrenaline that keeps you going though you should already be dead. Its about tactics and the inability to carry around a bag of potions or a few wands and never have to worry about healing. Its about the guy that can barely role play having the same chance to convince the king to aid the group as the guy that takes improv acting classes and regularly stars as an extra on movies.
Stormwind Fallacy
The Stormwind Fallacy, aka the Roleplayer vs Rollplayer Fallacy Just because one optimizes his characters mechanically does not mean that they cannot also roleplay, and vice versa. Corollary: Doing one in a game does not preclude, nor infringe upon, the ability to do the other in the same game. Generalization 1: One is not automatically a worse role player if he optimizes, and vice versa. Generalization 2: A non-optimized character is not automatically role played better than an optimized one, and vice versa. ...[aside]... Proof: These two elements rely on different aspects of a player's game play. Optimization factors in to how well one understands the rules and handles synergies to produce a very effective end result. Role playing deals with how well a player can act in character and behave as if he was someone else. A person can act while understanding the rules, and can build something powerful while still handling an effective character. There is nothing in the game -- mechanical or otherwise -- restricting one if you participate in the other. Claiming that an optimizer cannot role play (or is participating in a play style that isn't supportive of role playing) because he is an optimizer, or vice versa, is committing the Stormwind Fallacy.
The spells we should getLook here to Check out my adventures and ideas. I've started a blog, about video games, table top role playing games, programming, and many other things its called Kel and Lok Games. My 4E Fantasy Grounds game is currently full.
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