tag:blogger.com,1999:blog-613800186522894739.post3207008786962348188..comments2024-03-09T10:24:31.516-08:00Comments on Goodberry Monthly: Redesigning Spells for a Wizard-Only CampaignMartin Ohttp://www.blogger.com/profile/16621419996680588332noreply@blogger.comBlogger6125tag:blogger.com,1999:blog-613800186522894739.post-36859016071068560602018-10-19T06:56:51.556-07:002018-10-19T06:56:51.556-07:00All excellent suggestions! I'm particularly fo...All excellent suggestions! I'm particularly fond of sending spells into the future, as it fits the theme of the city well (this is what they do to their criminals as well).<br /><br />I've considered more flavorful options to a simple redirection, but I've always been worried about adding complexity to combat for fear that it will slow down the pacing. Wanna get that old-school crispness in the speed of the fight, particularly when the combat meta encourages the party to split up when fighting the popo.Martin Ohttps://www.blogger.com/profile/16621419996680588332noreply@blogger.comtag:blogger.com,1999:blog-613800186522894739.post-54843138979061259132018-10-18T19:09:13.007-07:002018-10-18T19:09:13.007-07:00More counterspell alternatives:
1. The spell turn...More counterspell alternatives:<br /><br />1. The spell turns into a pigeon. Throw a fireball? No, you throw a lightly singed pigeon. Summon a bear? No, you summon a pigeon which thinks its a bear.<br /><br />2. Send the spell into the future. The fireball will still hit where you aimed it. It will just do so a round later. (Or maybe a year later? That would make combat more dull but also fill wizard city with random explosions.)<br /><br />3. Counterspells are chaotic magic which counter the actual physical effects of a spell. Countering a fireball summons a big ball of water in its path. Countering a bear summoning might conjure a bear trap, coat the bear in glue or create a sinkhole that the bear falls into. Countering a knock might just add an extra lock to the opening, for which nobody has the key. The results can be anything chosen by the DM as long as it counters the effects of the target spell.<br /><br />4. Spell magnets. Small arcane devices which attract all spells towards them. Click the on-switch then chuck the thing far away from you.<br /><br />5. The spell-eater. The 'counterspell' summons a civet-like creature which devours the magical energy. The problem is that there is exactly one of these creatures; the spell summons the same one each time. It gets bigger and angrier each time it eats a spell, and the only way to get rid of it is for somebody somewhere else to summon it away from you.𓃾 𓉐 Bacontimehttps://www.blogger.com/profile/04680994241679247627noreply@blogger.comtag:blogger.com,1999:blog-613800186522894739.post-88061582688427124272018-10-18T16:05:33.175-07:002018-10-18T16:05:33.175-07:00Idea: Campaign where literally everything is an il...Idea: Campaign where literally everything is an illusion.Martin Ohttps://www.blogger.com/profile/16621419996680588332noreply@blogger.comtag:blogger.com,1999:blog-613800186522894739.post-46279056344742930782018-10-18T14:39:00.714-07:002018-10-18T14:39:00.714-07:00I am probably not going to run a Wizard City campa...I am probably not going to run a Wizard City campaign, but I sure am stealing the illusion rule. I will also periodically secretly roll for any given creature being an illusion when it makes sense.Gorinichhttps://www.blogger.com/profile/17232977766320497127noreply@blogger.comtag:blogger.com,1999:blog-613800186522894739.post-17268441213467787092018-10-18T12:44:19.534-07:002018-10-18T12:44:19.534-07:00Also for consideration: replacing all Saves with C...Also for consideration: replacing all Saves with Counterspell mechanics.Martin Ohttps://www.blogger.com/profile/16621419996680588332noreply@blogger.comtag:blogger.com,1999:blog-613800186522894739.post-69988302314656852622018-10-18T12:36:13.067-07:002018-10-18T12:36:13.067-07:00There's always a backup lock...There's always a backup lock...Danhttps://www.blogger.com/profile/00694362417308874455noreply@blogger.com