PDA

View Full Version : Core spells to keep?



Grod_The_Giant
2017-04-12, 10:21 AM
"Just ban core" is a common suggestion for improving balance in 3.5. "But without core spells, everything breaks!" is the typical counter-argument. So, spinning slightly off the "what spells to remove" thread... What stuff needs to be KEPT?

As far as I can tell, the only things that really need to be kept accessible are the status healing spells like Restoration. But what else is too vital to ignore?

noob
2017-04-12, 10:29 AM
Some protection spells that everybody agree that martial characters should get in their equipment as continuous effects(like protection against death or freedom of movement or protection against any alignment for avoiding to be mind controlled(you only need to keep one of them because the other bonuses are not needed for the game))
Maybe also keep heal because else it is really hard to get rid of conditions when the opponents stacks too many kinds of conditions on the adventurers(but it is not needed).
Possibly also keep read magic because I think some classes out of core needs that spell.
Identify might be kept unless you like the adventurers to get items of which they ignore the purpose and start looking like Christmas trees but with cursed items they do not know to be cursed if they pick up items.

flappeercraft
2017-04-12, 10:32 AM
Probably Raise dead, resurrection, True resurrection, healing spells and some buffs like Bulls Strength and its variants along with some Battlefield control spells and some offensive spells like fireball or scorching ray which are not too powerful.

noob
2017-04-12, 10:34 AM
You do not need to keep the battle spells: The additional manuals gives a whole lot of battle control and damage spells.
And you do not need to keep the plain stat boost spells since you already get them in the non core manuals(although they are a bit different they mostly do the same thing)