Spells I may change. (so far)
-False life
-Enhance ability
-Enlarge/Reduce
Trying to give love to spells that I used to use very frequently in pathfinder a new possible home in D&D 5e.
First blind attempt, here we go,
1. False life, change it to roll 5D4 (choose the 2 highest dice) + 4 and higher levels is the same as written in the player's handbook. So it will almost always result in 11 or 12 additional H.P's cast at level one.
Why would you do this? an increase in the spells amount would make it as good as the shield, really no one plays shield correctly as you have to declare it before finding out if its a hit (or how close, it is a guessing game), it usually happens so fast that it never gets used. Even roll 2D4 and pick the highest is better, but possible 8 or 9 H.P's at level one gets you to ignore a minor hit till you start facing CR 2 creatures then it is only good for a type of set resistance (damage resistance in pathfinder).
It is better then shield as it in effect and you could still use shield if you wanted, still I think it needs more at level one and lose the plus five per level and make the first casting of it higher. we will see?
2. Enhance ability, loved this spell back in the day, you would keep the spell the same plus add +1 to the appropriate stat to a maximum of 20. Cast at Higher level add an addition +1 to the appropriate stat to a maximum of 20.
+2 at level 3
+3 at level 4
+4 at level 5 etc,etc.....
You would remove the ability to cast, on one additional creature for each slot above 2nd level.
-Bear's Endurance (Constitution)
-Bull's Strength (Strength)
-Cat's Grace (Dexterity)
-Eagle's Splendor (Charisma)
-Fox's Cunning (Intelligence)
-Owl's Wisdom (Wisdom)
3. Enlarge/Reduce,
Enlarge would remain the same as in the players handbook but you would add,
+2 to Strength to a maximum of 20
-1 to Dexterity
-1 to melee attack rolls and AC
Reduce would remain the same as in the players handbook but you would add,
-2 to Strength
+2 to Dexterity to a maximum of 20.
+1 to melee attack rolls and AC
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