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- September 20, 2015 at 12:52 pm #152002AnonymousInactive
Let’s put philosophy and metaphysics aside for this post. When you get down to the flashy effects at “street level,” just what really separates an Eldritch caster’s Sorcery from a Priest armed with Cants? How are the manifestations of a Psion different than those of an Elder caster? Primal vs. Sorcerer Priest? What’s the difference between the types of spells they can cast?
THE key difference is what’s in their repertoire of available spells.
I usually play spell casters in RPGs. And ever since the second edition of D&D (long long ago …) I’ve tried to break down spells into one of 8 categories. They are: ATTACK (spells that do direct damage to foes), BUFF (spells that help you (mostly) to hit and do damage foes), CONTROL (spells that move, slow down or otherwise penalize enemies), ESPIONAGE (spells that give bonuses to interactions, provide information, or spells that keep you from being detected), MOBILITY (spells that let you go places you otherwise couldn’t), RESTORATIVE (healing and spells that get rid of “bad stuff”), PROTECTION (spells that prevent you from being damaged or controlled) and SUMMON (spells that either bring you minions to fight for you or other useful gear).
When looked at in this light it becomes obvious that different traditions are better at some areas than others.
The cliff notes version at Tiers 1&2 is:
CANTS: unsurprisingly are the best at Restoration. They also have good Protection and Buffing spells. Preists of Yaris aside, Cants are lacking in Mobility and to a lesser extent Control. The choice of your God gives additional access to different options.
ELDER: has the best Summoning options. It also has great Control selections and has comparatively good Mobility & Espionage options. Not much Protection, also some important Attack spells (like Elemental Bolt) are slower than other traditions. Zero Restorative.
ELDRITCH: Strong attack and Control options. Comparatively good Espionage options. More and better Protection & Buff options than Elder, but less Mobility (@ Tier 1) and Summoning. Zero Restorative
PRIMAL: fairly balanced across the 8 categories. You get at least a little in everything over the First 2 tiers. With Path of the Raptor you get true flight (with some restrictions) at T2. That makes it the winner in Mobility. Not great in Protection.
PSIONIC: fairly balanced across the 8 categories. The winner in Espionage by virtue of Clairvoyance (and some other decent options). Different Attack and Control options that aren’t based on the elemental tradition. Better Protection than Elder, Eldritch, or Primal. Unique powers that target “entropic” foes. Your Heritage also unlocks additional options.
SORCERER PRIEST: does everything except mobility. Based on the choices you make in your Tier 1 & 2 spells you can essentially match most other Traditions in the areas they do best (you still finish second to Cants in Restorative and probably Psionics in Espionage). But even if you can do almost anything you can’t do everything. More than the other traditions, you need to think about what you want to excel at.What follows in the next 6 posts is a look at the spell lists of each type of caster with spells slotted into functions (Attack, Buff etc) rather than the tradition they come from. A few spells (like Benediction of the Gods) get listed in more than one place. If you disagree with where a spell is listed feel free to let me know and share the place you think it should be (and why it should be changed) .
September 20, 2015 at 12:52 pm #269771frootsnaxParticipantCANTS @ TIER 1 (Anathema/Benedictions=A, Corpus=C, (Base) Deity=D, Universal = U, Wards=W)
ATTACK: Castigate (A), Smite Heretic (C), Eye for an Eye (A)
BUFF: Benediction of the Gods (A), Brittle Bones (C),
CONTROL: Awe (D), Seal Portal (W)
ESPIONAGE: Alter Appearance (C), Detect Unnatural Creatures (D), Blessings of the Faithful (U)
MOBILITY: – – –
PROTECTION: Benediction of the Gods (A), Immune to Adverse Climates (A), Sanctify Ground (A), Ward of Protection (W), Ward of Shielding (W), Ward vs. the Unnatural (W), Alarm (W), Elemental Ward (W), Inertial Shield (W), Nether Shield (W)
RESTORATIVE: Stabilize (A), Cure Affliction (C), Diminish Fatigue (C), Restore Senses (C), Remove Curse (D), Channeling (D), Purification (D)
SUMMON: – – –CANTS @ TIER 2
ATTACK: Bleed (C), Retributive Ward (W), Righteous Strike (D), Shared Sacrifice (C)
BUFF: Sanctify Weapon (A), Blessed Pledge (A)
CONTROL: Enveloping Ward (W), Numb (C), Forced Reverence (D)
ESPIONAGE: – – –
MOBILITY: – – –
PROTECTION: Conviction (A), Heretic Shield (A/D), Runic Ward (W), Stalwart Presence (D), Ward of Denial (W)
RESTORATIVE: Vindication (A), Stabilize (C), Rejuvenation (C), Revitalization (C), Healing Embrace (W)
SUMMON: – – –CANTS @ TIER 3
ATTACK: Elemental Aura (W)
BUFF: Righteousness (D), Corona of Glory (D)
CONTROL: Censure Heretic (A), Shatter Bone (C), Smell of Death (C)
ESPIONAGE: – – –
MOBILITY: – – –
PROTECTION: Stalwart Presence (A), Righteousness (D), Corona of Glory (D)
RESTORATIVE: Stalwart Presence (A), Cleanse the Blood (C), Mend Wounds (C), Resurgence (C)
SUMMON: Blessed Protector (D)
. . . . . SPECIAL: Banishment (W) Spd 12. Eliminates summoned Infernals.September 20, 2015 at 12:53 pm #269772frootsnaxParticipantELDER @ TIER 1 (Control=O, Creation=C, Elemental=E, Transmutation=T) Some elemental spells are marked with an “*” which are cast at +1 speed, -1 strain. Mechanically this is usually a disadvantage when compared to the other casters who also get the base spells in the Elemental Tradition. See pg. 342 A:RPG
ATTACK: Storm of Knives (C), Elemental Bolt (E*), Heat Wave (E*)
BUFF: Body of the Warrior (T), Brittle Bones (T), Elemental Circle (E)
CONTROL: Black Ice (C/E*), Entangling Webs (C), Flash(C), Halt (O), Cloud Mind (O), Mind Lock (O), Gale Force Winds (C), Delusions of Grandeur (O), Confound (O), Fog Cloud (C)
ESPIONAGE: Mind Link (O), Heighten Senses (T), Quiet (C)
MOBILITY: Slip Sideways (T)
PROTECTION: Earthen Shield (E*)
RESTORATIVE – – –
SUMMON: Call to Arms (C), Ebon Blade (C), Ebon Shield (C), Elemental Guardians (E)ELDER @ TIER 2
ATTACK: Arc of Lightning (C), Elemental Tempest (E*), Inner Spirit (E), Spontaneous Combustion (E*), Rot (T), Violent Growth (T), Brittle Steel (C), Twister(E*)
BUFF: Quicken Step (T), Infuse with Confidence (O), Weaken Material (T)
CONTROL: Binding Chains (C), Compel Animal (O), Enemy of My Enemy (O)
ESPIONAGE: Manipulate Senses (O), Share Senses (O), Deeper Understanding (O)
MOBILITY: Dolphin Chant (E*), Solidify Water (E*), Advantageous Positioning (T)
PROTECTION: Elemental Ward (E*)
RESTORATIVE: – – –
SUMMON: Manufacture (C/T), Summon Steed (C), Ebon Armor (C), Witch Blade (C)ELDER @ TIER 3
ATTACK: Lightning Strike (C), Ebon Orb (C), Earth Strike (E*), Suffocate (E*), Life Leech (T), Brittle Steel (E*), Ring of Fire (E*), Blood to Ashes (T)
BUFF: Steal Capacity (O), Spell Matrix (C)
CONTROL: Iron Ramparts (C), Suffocate (E*), Puppet Master (O), Mental Block (O), Captivating Melody (O), Steal Capacity (0), Ring of Fire (E*), Force Upon the Mortal Coil (T)
ESPIONAGE: Scrying Inscription (C), Chameleon (T)
MOBILITY: Distant Steps (T)
PROTECTION: Ebon Orb (C), Runic Ward (E*)
RESTORATIVE: Life Leech (T)
SUMMON: Summon High Elemental (E)September 20, 2015 at 12:53 pm #269773frootsnaxParticipantELDRITCH @ TIER 1 (Battle=B, Creation=C, Elemental=E, Illusion=I)
ATTACK: Arc of Lightning (B), Whirling Blade (B), Storm of Knives (C), Elemental Bolt (E), Heat Wave (E)
BUFF: Quicken Step (B), Ghostly Adversary (I)
CONTROL: Force Push (B), Black Ice(C), Entangling Web(C), Flash(C), Gale Force Winds(C), Confound (I), Dome of Shadow (I), Enemy of my Enemy (I), Fog Cloud (C/I)
ESPIONAGE: Quiet (C), Dome of Shadow (I), Personal Illusion (I)
MOBILITY: – – –
PROTECTION: Earthen Shield (E), Inertial Shield (B), Misdirect Fire (B)
RESTORATIVE: – – –
SUMMON: Call to Arms (C)ELDRITCH @ TIER 2
ATTACK: Far Strike (B), Serpent’s Strike (B), Arc of Lightning (C), Elemental Tempest (E), Spontaneous Combustion (E), Brittle Steel (E), Twister (E)
BUFF: Ghostly Legion (I)
CONTROL: Binding Chains (C), Disorient (I), Illusory Object (I)
ESPIONAGE: Illusory Messenger (I), Quiet (C)
MOBILITY: Dolphin Chant (E), Solidify Water (E), Advantageous Positioning (B)
PROTECTION: Alarm (B), Elemental Ward (E)
RESTORATIVE: – – –
SUMMON: Summon Steed (B/C), Manufacture (C), Illusory Beast (I)ELDRITCH @ TIER 3
ATTACK: Brittle Steel (E), Ring of Fire (E), Retributive Ward (B), Lightning Strike (C), Earth Strike (E), Suffocate (E)
BUFF: Spell Matrix (C), Illusory Doubles (I), Celerity (B)
CONTROL: Ring of Fire (E), Iron Ramparts (B/C), Suffocate (E), Captivating Melody (I)
ESPIONAGE: Scrying Inscription (I/C)
MOBILITY: Not Where You Think (I)
PROTECTION: Illusory Doubles (I), Runic Ward (E), Not Where You Think (I)
RESTORATIVE: – – –
SUMMON: – – –September 20, 2015 at 12:53 pm #269774frootsnaxParticipantPRIMAL @ TIER 1 (Animism=A, Elemental=E, Hex=H, Necromancy=N)
ATTACK: Elemental Bolt (E), Heat Wave (E), Earthen Spikes (E), Steal Water (E), Inflict Pain (H), Rattle the Bones (N)
BUFF: Bloodlust (A), Claws of the Beast (A), Path of the Wolf (A)
CONTROL: Bestial Rage (A), Black Ice (E), Gale Force Winds (E), Affliction (H), Diminish Senses (H), Black Tongue (H), Evil Eye (H)
ESPIONAGE:
MOBILITY: Catfall (A), Molt (A),
PROTECTION: Earthen Shield (E), Sway Beasts (A)
RESTORATIVE: A Pound of Flesh (N), Strength from Fallen Foes (N)
SUMMON: Grave Blight: Zombie (N), Path of the Wolf (A)PRIMAL @ TIER 2
ATTACK: Elemental Tempest (E), Biting Frost (E), Spontaneous Combustion (E), Twister (E), Vampiric Touch (N)
BUFF: Blessings of the Pack leader (A), Path of the Raptor (A), Expedite Poison (N), Brittle Bones (N)
CONTROL: Primal Roar (A), Twisted Fate (H), Whispers of Terror (H), Compel Animal (A), Baneful Prophesy (H), Glimpse the Cauldron (H), Spiritual Exile (H), Waves of Exhaustion (N)
ESPIONAGE: Scrying Inscription (H)
MOBILITY: Dolphin Chant (E), Solidify Water (E), Path of the Raptor (A)
PROTECTION: – – –
RESTORATIVE: – – – (but see Vampiric Touch under Attack)
SUMMON: Mark of Thralldom (N)PRIMAL @ TIER 3
ATTACK: Inferno (E), Earth Strike (E), Suffocate (E), Life Leech (N), Chill of the Grave (N)
BUFF: Aspect of the Beast (A), Path of the Shadow Lion (A), Diabolical Pact (H)
CONTROL: Suffocate (E), Bestow Curse (H)
ESPIONAGE: – – –
MOBILITY: Aspect of the Beast (A), Diabolical Pact (H)
PROTECTION: Runic Ward (E)
RESTORATIVE: Arcane Pact (H), Life Leech (N), Grave Blessings (N)
SUMMON: Swarm of LocustsSeptember 20, 2015 at 12:54 pm #269775frootsnaxParticipantPSIONIC @ TIER 1 (Control=O, (Base) Heritage=H, Kinetic=K, Transmutation=T)
ATTACK: Mental Scream (O), Empathic Link (O), Concussive Wave (K), Whirling Blade (K), Brittle Bones (T)
BUFF: Silent No Longer (H), Body of the Warrior (T)
CONTROL: Confound (O), Halt (O), Chains of Mental Might (K), Force Push (K), Delusions of Grandeur (O)
ESPIONAGE: Alter Appearance (T), Heighten Senses (T), Mind Link (O)
MOBILITY: – – –
PROTECTION: Voice in the Silence (H), Mind Ward (O)
RESTORATIVE: Refresh the Body (T)
SUMMON: Telekinesis (K), Gladius of Light (H)PSIONIC @ TIER 2
ATTACK: Hurl (K), Kinetic Bolt (K), Pyrokinesis (K), Violent Growth (T), Mind Spike (O)
BUFF: Quicken Step (T), Infuse with Confidence (O), Weaken Material (K/T)
CONTROL: Compel Animal (O), Enemy of My Enemy (O), Mental Disruption (O), Suppress Psionics (O),
ESPIONAGE: Clairvoyance (O), Deeper Understanding (O), Share Senses (O)
MOBILITY: Advantageous Positioning (T), Hurl (K)
PROTECTION: Conviction (H), Rebuke Lesser (H), Ward of Shielding (K), Misdirect Fire (K), Inertial Shield (K)
RESTORATIVE: Master Thy Self (T)
SUMMON: Manufacture (T)PSIONIC @ TIER 3
ATTACK: Synaptic Shock (O), Mind Spike (H), Life Leech (T), Rattle (K), Blood to Ashes (T)
BUFF: Shape Change (T), Channel Kinetic Force (K)
CONTROL: Mental Block (O), Puppet Master (O), Synaptic Shock (O), Captivating Melody (O), Mind Spike (H), Enveloping Ward (K), Force Barrier (K), Rattle (K), Force Upon the Mortal Coil (T)
ESPIONAGE: Chameleon (T)
MOBILITY: Shape Change (T)
PROTECTION: Channel Kinetic Force (K)
RESTORATIVE: – – –
SUMMON: – – –
. . . . . . . . . . . . . . . . . . . . SPECIAL: Banishment (H)September 20, 2015 at 12:54 pm #269776frootsnaxParticipantSORCEROR PRIEST @ TIER 1 (Blood=B, Creation=C, Elemental=E, Illusion=I, Ward=W)
ATTACK: Bleed (B), Blood Boil (B), Storm of Knives (C), Heat Wave (E), Elemental Bolt (E)
BUFF: Ghostly Adversary (I)
CONTROL: Black Ice (C/E), Entangling Web (C), Flash (C), Gail Force Winds (E), Confound (I), Enemy of My Enemy (I), Fog Cloud (C/I), Dome of Shadow (I)
ESPIONAGE: Blood Spider (B), Dome of Shadow (I), Personal Illusion (I), Quiet (C)
MOBILITY: – – –
PROTECTION: Elemental Ward (W), Inertial Shield (W), Ward of Protection (W), Ward of Shielding (W), Nether Ward (W), Earthen Shield (E)
RESTORATIVE: Diminish Fatigue (B), Strength of Fallen Foes (B)
SUMMON: Call to Arms (C)SORCERER PRIEST @ TIER 2
ATTACK: Blood Whip (B), Steal Water (B), Elemental tempest (E), Spontaneous Combustion (E), Arc of Lightning (C), Retributive Ward (W), Brittle Steel (C/E), Twister (E)
BUFF: Benediction of the Gods (B), Ghostly Legion (I), Blood Brand (B)
CONTROL: Binding Chains (C), Disorient (I), Illusory Object (I), Enveloping Ward (W)
ESPIONAGE: Illusory Messenger (I), Quiet (I)
MOBILITY: Dolphin Chant (E), Solidify Water (E)
PROTECTION: Runic Ward (W), Elemental ward (E), Ward of Denial (W)
RESTORATIVE: Healing Embrace (W)
SUMMON: Summon Steed (C), Manufacture (C), Illusory Beast (I)
. . . . . SPECIAL: Banishment (B) Spd 12. Eliminates summoned Infernals.SORCERER PRIEST @ TIER 3
ATTACK: Lightning Strike (C), Earth Strike (E), Suffocate (E), Elemental Aura (W), Brittle Steel (E), Ring of Fire (E)
BUFF: Sanctify Weapons (B)
CONTROL: Iron Ramparts (C), Suffocate (C), Captivating Melody (I), Sarish’s Price (B), Ring of Fire (E)
ESPIONAGE: Scrying Inscriptions (C/I)
MOBILITY: Not Where You Think (I)
PROTECTION: Runic Ward (E), Not Where You Think (I), Illusory Doubles (I)
RESTORATIVE: Cleanse the Blood (B), Arcane Pact (W)
SUMMON: Summon Sarish’s Own (B)
. . . . . . . . . . SPECIAL: Banishment (W)September 20, 2015 at 12:54 pm #269777frootsnaxParticipantSPECIFIC DEITY SPELLS (Al=Altheris, An=Anshar, B=Belisarda, Be=Beltine, Ca=Cadic, F=Fire Dragon, Hu=Hurrian, Il=Illiir, La=Larissa, Ne=Neroth, Ni=Nier, Sa=Saluwe, Ya=Yarris, Y=Yig)
TIER 1
ATTACK: Anshar’s Caress (A), Crushing Weight (B), Slash the Soul (Be), Breath of the Dragon (F), Vampiric Touch (Ne), Elemental Bolt (Ni/Ya), Shared Sacrifice (A), Tear at the Flesh (Ne)
BUFF: Chink in the Armor (Al), Skin of Thorns (A), Precognition (La), Bloodlust (S), Expedite Poison (Y), Weaken Material (Al)
CONTROL: Grey Mists (Be), Dome of Shadow (Ca), Word of Command (Il), Nature’s Embrace (S), Fog Cloud (Hu), Twisted Fate (La)
ESPIONAGE: Dome of Shadow (Ca), Light in Truth (Il), Whispered Prayers (Ca)
MOBILITY: – – –
PROTECTIVE: Ghost in the Machine (Al), Scales of the Dragon (F), Vestments of the Lady (La), Protection from Fire (Ni)
RESTORATIVE: Life’s Blessing (B)
SUMMON: Manipulate Shadows (Ca), Grave Blight: Skeletons (Ne), Call of the Wild (S)TIER 2
ATTACK: Blessed Radiance (Il), Arc of Lightning (Al), Unending Pain (A), Flaying Darkness (Ca), Lightning Strike (hu), Return to Thy Rest (B, Be, Ne), Elemental Aura (Ni)
BUFF: Zealot’s Fervor (Ni), Brittle Bones (A), My Honor is My Strength (Il), Luck of Fools (La), Blessings of Plenty (S),
CONTROL: Force Upon the Mortal Coil (Be), Captivating Melody (Ca), Dragon’s Roar (F), Bestow Curse (Il), Sultry Whispers (La), Neroth’s Embrace (Ne), Compel Animal (S)
ESPIONAGE: Deeper Understanding (Al)
MOBILITY: Skyward (Hu), Dolphin Chant (Ya)
PROTECTIVE: Nether Ward (Be), Protection from Fire (F)
RESTORATIVE: Revitalize (B), Mend the Spirit (Be), Blessings of Plenty (S), Healing Waters (Ya)
SUMMON: Radiant Falcon (Il), Resplendent Bow (B), Wooden Asp (Y), The Blade of Our Lord (Ni)TIER 3
ATTACK: Whirlwind of Blades (Hu), Inferno (Ni), Breath of Yarris (Ya), Coils of Flame (F)
BUFF: Hammer & Anvil (Al), Dragon’s Fury (F), Perfect Human Form (Il),
CONTROL: Just Torment (A), Waves of Exhaustion (B), Exorcism (Be), Larissa’s Fickleness (La), Serpent Hiss (Y), Coils of Flame (F)
ESPIONAGE: Scrying Inscription (Ca)
MOBILITY: – – –
PROTECTIVE: – – –
RESTORATIVE: – – – (see also Exorcism)
SUMMON: Mark of the Thrall (Ne), Swarm of Locusts (S), Deep Lord’s Trident (Ya)September 20, 2015 at 12:55 pm #269778frootsnaxParticipantSPECIFIC HERITAGE SPELLS (Ab=val Abebi, In=val Inares, Is=val Ishi, Bo=val Borda, Te=val Tensen, As=val Assante, Sh=val Sheem, Mo=val Mordane, VE=val Virdan/Emman, De=val Dellenov, Me=val Mehan, Os=val Ossan)
TIER 1
ATTACK: Touch of the 1st Gift (Ab), Cascading radiance (As), Scorching Touch (VE), Recall thy Pain (In), Bleed (Me), Rot the Flesh (Mo), Deep Chill (Os), Elemental Bolt (Os), Thunder (Te), Javelin of Lightning (Te), Shared Sacrifice (In)
BUFF: Guidance of the Elders (Ab), Precognition (Sh), Cat’s Grace (Me), Brainstorm (Ab), Weaken Material (Ab)
CONTROL: Flash (As), Chimes on the Wind (Bo), Glimpse the Cauldron (Is), Recall thy Pain (In), Affliction (Mo), Bitter Sweet Kiss (Sh), Primal Roar (De)
ESPIONAGE: Heighten Senses (De), Sense Blood (Me)
MOBILITY: – – –
PROTECTIVE: Protection from Fire (VE), Shield Other (Te), Bestial Hide (De)
RESTORATIVE: Empathic Healing (Is)
SUMMON: Manipulate Shadows (Bo)TIER 2
ATTACK: Lightning Armor (Te), Ring of Fire (VE), Slash the Soul (Is), Steal Water (Os), Vampiric Touch (Mo)
BUFF: Aspect of the Beast (S), Excel in Action (As), Final Note (Bo), Shadow Form (Ca), Sun at Our Backs (As)
CONTROL: Insult to Injury (Sh), Sweet Nothings (Sh)
ESPIONAGE: Deeper Understanding (Ab)
MOBILITY: Aspect of the Beast (S), Breath of Yarris (Os)
PROTECTIVE: Deny Death (Mo), Martyr’s Suffering (In), Nether Ward (Be)
RESTORATIVE: Healing Waters (Os) (see also Vampiric Touch)
SUMMON: Blade of Our Lord (VE)TIER 3
ATTACK: Elemental Aura (VE), Lightning Strike (Te)
BUFF: Steal Capacity (Ab), Crown of Radiance (As), The Beast Within (De), Neroth’s Embrace (Mo), Touch of Madness (Sh)
CONTROL: Steal Capacity (Ab), Bindings of Sarish (Me)
ESPIONAGE: – – –
MOBILITY: Ghost Step (Is), Distant Steps (In), Lightning Strike (Te)
PROTECTIVE: – – –
RESTORATIVE: – – –
SUMMON: Shadow Twin (Bo)September 20, 2015 at 10:21 pm #269781AnonymousInactiveI would put the tier II heritage spell, “aspect of the beast” under a mobility spell as well, since it is the earliest form of good flight that allows spell casting while in effect. Very powerful heritage spell in that role.
September 22, 2015 at 4:38 am #269797frootsnaxParticipantI would put the tier II heritage spell, “aspect of the beast” under a mobility spell as well, since it is the earliest form of good flight that allows spell casting while in effect. Very powerful heritage spell in that role.
Good catch. You can tell I don’t play val’Dellenovs.
Going to be a popular spell for Shamans though in Tier 3!September 22, 2015 at 1:43 pm #269798AnonymousInactiveI would put the tier II heritage spell, “aspect of the beast” under a mobility spell as well, since it is the earliest form of good flight that allows spell casting while in effect. Very powerful heritage spell in that role.
Good catch. You can tell I don’t play val’Dellenovs.
Going to be a popular spell for Shamans though in Tier 3!As a player of a shaman I can say it is THE spell I am waiting for in tier III. But that’s because I love spells that increase options/opportunities rather than damage. I’m still in awe of (and thankful for) your use of clairvoyance in Savona….
September 22, 2015 at 5:49 pm #269800AnonymousInactiveI’ve always thought of Debuff as a category of spells separate from Buffs. Debuff would be offensive spells that don’t directly do damage to a target, but reduce their effectiveness or increase the effectiveness of your ally’s targets against them. The main reason I consider these separate is that they typically have an attack roll or saving throw, whereas straight “Buff” spells are cast on allies and don’t usually require any type of roll to succeed in casting.
I also wouldn’t necessary consider Buff / Protection as two categories, as Buffs/Protection are spells cast on allies to improve their abilities or protect them from harm.
Good examples are “Diminish Senses”, “Ghostly Legion” and “Brittle Bones”.
John
September 23, 2015 at 7:40 am #269808frootsnaxParticipantI’ve always thought of Debuff as a category of spells separate from Buffs. Debuff would be offensive spells that don’t directly do damage to a target, but reduce their effectiveness or increase the effectiveness of your ally’s targets against them. The main reason I consider these separate is that they typically have an attack roll or saving throw, whereas straight “Buff” spells are cast on allies and don’t usually require any type of roll to succeed in casting.
I also wouldn’t necessary consider Buff / Protection as two categories, as Buffs/Protection are spells cast on allies to improve their abilities or protect them from harm.
Good examples are “Diminish Senses”, “Ghostly Legion” and “Brittle Bones”.
John
I hear what you are saying. To me Debuff equals Control. Diminish Senses is a classic Control spell … “Haha! You can’ see me, I’ve just limited your options!” But you could tweak the names of the Categories and in doing so it might influence what spells get listed where.
While I think Diminish Senses is a (classic) Control Spells (it inhibits your ability to attack) … i think Ghostly Legion and Brittle Bones are both Buffs. Though I admit the flavor text is a little weird, what they do mechanically is (GL) give you Tactical Edge (and maybe a small boost to damage) and (BB) gives you an extra die of damage (which can be very useful in fishing for massive damage to cause wounds).
While I do agree that protective spells are also “Buffs” if find it useful to split them out into a separate group. There are enough spells that grant offensive benefits (to indirectly cause more damage) and defensive benefits (that directly reduce the amount of damage you take) that its worth it to break them apart into two different categories.
TMK the first gaming aid/book to address the divisions in spells by function was the Complete Wizards Handbook for the 2nd Edition of AD&D. (they did a series of Handbooks for each of the classes…I think I’ve still got my copy gathering dust on a Bookshelves somewhere) Anyway it was a little clunky as a first effort and it had four of its categories listed as “Attack 1,” “Attack 2,” “Defense 1” and “Defense 2” (in addition to some better named categories like mobility, divination and healing).
Attack 1 was for spells that did direct damage (eg. Magic Missle or in A:RPG Elemental Bolt)
Attack 2 was for spells that helped indirectly to do more damage (eg. Bless, Enlarge Person, Haste or in A:RPG some versions of Benediction of the Gods and Celerity). These days we call these Buffing spells.
Defense 1 was hard defense that either raised your AC/Defenses or made you resistant to damage (eg. Shield, Protection from Arrows or in A:RPG some versions of Benediction of the Gods or Ward of Shielding)
Defense 2 was soft defense that inhibited the opponent from attacking you at all. (eg. hold person, blindness/deafness, grease or in A:RPG Chains of Mental Might or Enemy of My Enemy). These days we call these spells Control.My categories of Buff, Control and Protection come directly out of their old effort.
I should also add that the “REAL” purpose of breaking spells down this way is to aid “Sanity Checks” when you are building your caster to make sure your spell selection reflects the capacities you want your “ideal” spell caster to have. In Arcanis you get (a lot) fewer spells than D&D and as a result you may need to pay more attention.
Tukufu will be casting Tier 3 spells at some point soonish. I’ve had a copy of this on my laptop for awhile. I dusted this off in preparation to add Tier 3 spells to the list.
September 23, 2015 at 11:33 am #269811AnonymousInactiveThat makes sense. I did a similar exercise deciding what casting I wanted Kelb to have. I wanted him to have that ‘bard feel’ with buffs, debuffs, control and a little healing and a little damage. Originally I went Cants but that was lacking, so I switched to Eldritch.
John
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