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VoxRationis
2016-04-24, 07:28 AM
Of those spells which were there in AD&D but didn't make the cut for later editions, which do you like the best?

I myself am fond of Leomund's Lamentable Belaborment. The idea of having your wizard just drone on and on until his captors/enemies/victims go nuts on each other is just so entertaining! Bonus points if your DM rules you have to keep talking for the appropriate length of time.

Jigawatts
2016-04-25, 03:20 AM
Of those spells which were there in AD&D but didn't make the cut for later editions, which do you like the best?

I myself am fond of Leomund's Lamentable Belaborment. The idea of having your wizard just drone on and on until his captors/enemies/victims go nuts on each other is just so entertaining! Bonus points if your DM rules you have to keep talking for the appropriate length of time.

Chromatic. Orb.

TheTeaMustFlow
2016-04-25, 12:00 PM
Chromatic. Orb.

That's in 5e, actually. And there's the Orb of Whatever spells in 3.5.

Personally, I quite liked a lot of the Al-Qadim ones. Avert/Attract Evil Eye and Maelstrom were good. On a related note, I loved the Sword of Mamluk Obedience (which inflicted a special charm effect that made the victim regard you as if you were a Mamluk superior. And Mamluks are kind of big on absolute obedience.)

Yora
2016-04-25, 12:04 PM
Nah, the cromatic orb is much more awesome than an orb of fire or orb of cold.

Bohandas
2016-04-25, 12:08 PM
Nahal's Reckless Dweomer

TheTeaMustFlow
2016-04-25, 12:16 PM
Nah, the cromatic orb is much more awesome than an orb of fire or orb of cold.

Eh, I always found it rather cheap to be honest. Though I can't speak for cromatic orb, admittedly :smalltongue:.

Virus Charm was also a classic, come to think of it.

Jigawatts
2016-04-25, 05:12 PM
That's in 5e, actually. And there's the Orb of Whatever spells in 3.5.

Personally, I quite liked a lot of the Al-Qadim ones. Avert/Attract Evil Eye and Maelstrom were good. On a related note, I loved the Sword of Mamluk Obedience (which inflicted a special charm effect that made the victim regard you as if you were a Mamluk superior. And Mamluks are kind of big on absolute obedience.)

5E Chromatic Orb is nothing like 1E/2E Chromatic Orb, it doesn't come close to touching the greatness that the original was. The 5E one should be named Elemental Orb, much more fitting for what it actually is.

Bohandas
2016-04-25, 05:32 PM
There/Not There

Really all the wild-mage only spells

PairO'Dice Lost
2016-04-25, 09:16 PM
5E Chromatic Orb is nothing like 1E/2E Chromatic Orb, it doesn't come close to touching the greatness that the original was.

Indeed. For reference, here's the 2e spell description:


Chromatic Orb (Alteration, Evocation)
Range: 0
Components: V, S, M
Duration: Special
Casting Time: 1
Area of Effect: One creature
Saving Throw: Neg.

This spell causes a 4-inch-diameter sphere to appear in the caster's hand. Within the limits described below, the sphere can appear in a variety of colors; each color indicates a different special power. The caster can hurl the sphere at an opponent up to 30 yards away, providing there are no barriers between the caster and the target. If the target is no more than 10 yards away, the caster's to hit roll is made with a +3 bonus. If the target is 10-20 yards away, the caster's roll is made with a +2 bonus. If the target is 20-30 yards away, the caster's roll is made with a +1 bonus.

If the chromatic orb misses its target, it dissipates without effect. If the target creature makes a successful saving throw, the chromatic orb is also ineffective. Otherwise, the color of the orb determines the amount of damage inflicted and its special power, as summarized on Table 16; details about the special powers are listed below. The caster can create a single orb of any color listed for his level or lower; for instance, a 3rd-level wizard can create an orange, red, or white orb. The material component for this spell is a gem of the appropriate hue or any diamond. The gem must have a value of at least 50 gp.

Light from the orb causes the victim to become surrounded by light to a radius of 20 feet, as if affected by a light spell. The effect lasts for 1 round, during which time the victim makes his attack rolls and saving throws at a -4 penalty, and his AC is penalized by 4.

Heat from the orb is intense enough to melt 1 cubic yard of ice. The victim suffers a loss of 1 point of Strength and 1 point of Dexterity (or for victims without these attributes, -1 to hit and a penalty of 1 to AC) for 1 round.

Fire from the orb ignites all combustible materials within 3 feet of the victim.

Blindness from the orb causes the victim to become blind as per the spell. The effect lasts for 1 round/level of the caster.

Stinking cloud from the orb surrounds the victim in a 5-foot-radius noxious cloud. The victim must save vs. poison or will be reeling and unable to attack until he leaves the area of the vapors.

Magnetism from the orb has an effect only if the victim is wearing armor made from iron. The iron armor becomes magically magnetized for 3-12 (3d4) rounds. Other iron objects within 3 feet of the caster will stick tight to the magnetized armor; only dispel magic or a similar spell can release the stuck items. At the end of the spell's duration, the stuck items are released.

Paralysis from the orb causes the victim to become paralyzed for 6-20 (2d8 + 4) rounds; a successful saving throw vs. paralyzation halves the number of rounds.

Petrification from the orb turns the victim to stone. If the victim successfully saves vs. petrification, he avoids turning to stone and instead is slowed (as per the spell) for 2-8 (2d4) rounds.

Death from the orb causes the victim to die. If the victim successfully saves. vs death magic, he avoids death and instead is paralyzed for 2-5 (1d4 +1) rounds.

Table 16: Chromatic Orb Effects
Level of CasterColor of Orb GeneratedHit Points of DamageSpecial Power
1stWhite1-4Light
2ndRed1-6Heat
3rdOrange1-8Fire
4thYellow1-10Blindness
5thGreen1-12Stinking Cloud
6thTurquoise2-6Magnetism
7thBlue2-8Paralysis
8thVioletslowPetrification
9thBlackparalysisDeath

Jigawatts
2016-04-26, 12:55 AM
Indeed. For reference, here's the 2e spell description:

It's so beautiful.

TheTeaMustFlow
2016-04-26, 05:26 AM
Indeed. For reference, here's the 2e spell description:

I'm fair sure anyone who got to high level in 2e has that burnt permanently into their memory and/or nightmares.


It's so beautiful.

If by beautiful you mean 'hideously overpowered'. I mean, a first level Save-Or-Die? That's... That's...

Yeah, no, it's beautiful. beautiful and terrible as the Morning and the Night. All shall love it and despair!

mujadaddy
2016-04-26, 01:00 PM
If by beautiful you mean 'hideously overpowered'. I mean, a first level Save-Or-Die?
Ninth level. Oh, you mean spell slot? Don't even worry about it, you're using all your high-level slots on different Illusions :smalltongue:


That's... That's...

I believe the word you're searching for is "terrific" :smallbiggrin:

Jigawatts
2016-04-26, 07:53 PM
I'm fair sure anyone who got to high level in 2e has that burnt permanently into their memory and/or nightmares.



If by beautiful you mean 'hideously overpowered'. I mean, a first level Save-Or-Die? That's... That's...

Yeah, no, it's beautiful. beautiful and terrible as the Morning and the Night. All shall love it and despair!

Sleep, a staple of the game, is (effectively) a 1st level save or die spell, do you have a problem with it as well? Chromatic Orb is like an inverse Sleep, as Sleep is really good in the beginning but eventually loses it potency, whereas Chromatic Orb is underwhelming in the beginning yet grows to be powerful, except when you get to its zenith enemies have much better saving throws, meaning they are less likely to succumb to its effects, not only that but it also requires a successful attack roll in addition to a failed save and only affects a single target to Sleeps multiple.

TheTeaMustFlow
2016-04-27, 06:56 AM
Sleep, a staple of the game, is (effectively) a 1st level save or die spell, do you have a problem with it as well? Chromatic Orb is like an inverse Sleep, as Sleep is really good in the beginning but eventually loses it potency, whereas Chromatic Orb is underwhelming in the beginning yet grows to be powerful, except when you get to its zenith enemies have much better saving throws, meaning they are less likely to succumb to its effects, not only that but it also requires a successful attack roll in addition to a failed save and only affects a single target to Sleeps multiple.

Yes, yes I did. Actually, the huge amount of save-or-lose flying around was one of the reasons I stopped playing 2e.

Lord Torath
2016-04-27, 08:05 AM
Sleep, a staple of the game, is (effectively) a 1st level save or die spell, do you have a problem with it as well? Chromatic Orb is like an inverse Sleep, as Sleep is really good in the beginning but eventually loses it potency, whereas Chromatic Orb is underwhelming in the beginning yet grows to be powerful, except when you get to its zenith enemies have much better saving throws, meaning they are less likely to succumb to its effects, not only that but it also requires a successful attack roll in addition to a failed save and only affects a single target to Sleeps multiple.Actually, Sleep isn't a save-or-die spell, it's a no-save-and-die spell. If you have 4 HD or less, you don't get a save. If you've got more than 4 HD, you aren't affected. Of course, the spell only affects 2d4 HD, so you might still survive if you've got enough buddies.

I'm not too familiar with the later editions, so I don't really know if some or all of these made it into them:

I rather like Caltrops. 900 to 1600 square yards of hazardous terrain can be highly useful. Especially if you are infantry facing cavalry or giants, or cavalry facing infantry, so you can ignore the spell, but your opponent can't.

Miscast Magic. Cast it on an enemy spellcaster, and he casts random spells, rather than the one he wanted. But still cast at the intended target of the intended spell.

Squeaky Floors. Worth it just for the name.

Random Casualty. Cast on an opponent's weapon, and any damage it inflicts is randomly applied to the wielder or his/her/its companions.

killem2
2016-04-28, 01:17 PM
Just curious has anyone every updated those old spells to pathfinder/3.5?

lightningcat
2016-04-29, 09:58 PM
Melf's minute meteors is a old favorite that I don't think has been updated.

TheTeaMustFlow
2016-04-30, 04:55 AM
Melf's minute meteors is a old favorite that I don't think has been updated.

It's in 5e, but not in 3.5 as far as I can tell, though Fire Seeds and Fire Shuriken are both conceptually similar.

lightningcat
2016-04-30, 05:18 PM
It's in 5e, but not in 3.5 as far as I can tell, though Fire Seeds and Fire Shuriken are both conceptually similar.

Unfortunately I had to move away from my 5e game right as we were getting to 3rd level, so I hadn't looked very far ahead on the spells. But while there were a few similar spells in 3e I never understood why they didn't update all of the named character's spells. Especially with the spell compendium, and the other books that were over 3/4 spells.