Creating a system of magic in any medium is not easy performance. This requires time, effort and huge attention to details to balance the contradictions, release and other supervision over which can be invented by a set of rules that are governed by secrets. Fortunately, Dungeons & Dragons He is fifty and five (ISH) editions to improve his spells and laws that conduct them and create a relatively ironic magic system for this beloved table game.
Yet, even after decades of revisions, there are still several gaps in the system. Some have a limitation that makes sense in terms of gameplay, but not so much from the point of view of space. Others have less than pure descriptions, or they seem to have little practical use. For any reasons, there are some spells that still make no sense in D&D.
Change one's own
Transmutation 2. Level
Through this spell, D&D players can change their bodies to suit new purposes using one of the three options. One option is a water adaptation that provides user gills and web legs. Others are called natural weapons with which the user grows corners, fangs or claws that they can use in combat. The main reason why this charm makes no sense is the third choice of effect: change of appearance. This basically mimics the effect of masking its own spell, which is a lower level and more commonly learned charm.
Both other effects are physical changes that have an impact on how the user interacts with the world: they can breathe underwater or shoot down their new claws. With the appearance of the change, the user can take over the appearance of another race, but none of their statistics does not change, suggesting that (such as masking itself) the effect is more illusory than physical. Instead of assigning to the effects of another spell, why not give players other possibilities of body changes that they can't find elsewhere?
Dispatch
Evocation 3. Level
Sending can be a valuable charm, especially if the party finds itself divided. It allows the user to send a message of up to 25 words of long creation, which they are familiar with, which then hears listening in the mind. With this spell, there are no limits over distance, although sending messages to other aircraft has a 5% chance of failure.
But the question remains: Why 25 words? In terms of game design, it is obvious: restrictions on the message will prevent the magic from overcome, forcing the player to think creatively. But in the universe it feels a bit arbitrary. How does the magic determine when you achieved the number of words? Are connecting terms such as “depth” or “extensive”, one or two? Some players can get these details pedantics.
Invisibility
Illusion 2.
Invisibility is a classic in any fantasy environment. Drink the potion, throw the spell or pull the hood of the sheath and simply disappear. Several casting classes in D&D can turn or other helpful creatures invisible using this relatively low -level spell. But it is not infallible.
The effect ends when an invisible creature throws magic, causes an attack or causes damage – but why? There is no other charm or the state that ends in this way. This is not a turning point because these actions do not cause concentration failure (except for the cast of a new spell that requires concentration). In terms of playing balance, this makes sense. Being able to run invisibly and attack with impunity would be a lot of trivial meetings. But there is no explanation in the universe.
Conjure up
Bracket 3. Levels
This magic here is mentioned because his name is misleading. When casting this magic, there are no creatures that the player is actually summoning animals, but natural ghosts who take the form of animals. The player can choose the bestial form they have, but rather appear as spectral than fully formed.
This is an important difference in terms of gameplay. Natural spirits are usually Fey who could be influenced by other spells or conditions than real animals. Players who want to use this charm to induce animal companions can find themselves surprise when they get Fey Minions instead.
Legend Lore
Divination of 5. Level
The Lore legend, which is available for a wide range of magicians classes, allows the user to immediately learn any significant tradition of a famous person, place or thing. It can be an incredibly useful way to get information about the magic item that the party is looking for or even a mysterious enemy. However, some specifications in the spell description are open to interpretation.
How famous must be a person, a place or thing to make magic work? The description states that if the selected item/person/location is not really famous, the magic fails, accompanied by a sad music stab. Does the “famous” mean that the subject must be known throughout the environment? Or is it enough if a few people are held in great respect, such as a sacred place of secret cult? The magic can reveal a little -known secret about the chosen subject, but what is famous? Of course, all this is at the discretion of DM, but a vague description of the spell can make it difficult to use.
Exile
Abjuration 4. Levels
This magic seems to be quite simple on the surface. The user focuses on creatures that must replace a charisma that saves throwing or be transported to another level of existence. If this creature comes from another aircraft, they will be sent back there and will not return.
However, if the creation of origin from the plane from which it was expelled is sent to the harmless demophane instead, where it remains for the duration of the magic – which takes an incredible minute. This challenges whether the charm can even be considered useful against creatures that are not extraplanar entities. What makes sense to exclude the enemy from this aircraft just to reappear a minute later?
- Franchise
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Dungeons & Dragons
- The original release date
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1974
- Designer
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E. Gary Gygax, Dave Arneson