| Kolokotroni |
I have been giving a lot of thought to magic in the game lately, and the sheer variety of things it can do. I think the usual adventure do require certain kinds of magic, for instance hit point healing and negative condition removal are a necessity to be able to move through adventures with any kind of pace. I'd like to come up with a list of the spells/types of spells that are necessary to get through an adventure, as opposed to the overwhelming variety that currently exists:
For example:
Hit point recovery:
Cure spells, infernal healing
Condition Removal:
Lesser Restoration, Restoration, Remove Disease, Neutralize Poison, Heal
Movement:
Flight, Air Walk
Detection:
Detect Magic, See invisibility
Counter Magic:
Dispell Magic, glitterdust
damage spells:
Fireball, Scorching Ray etc
Protective spells:
Resist Energy, Protection from X, Mage Armor, Shield
what else do you think should be added? Remember I am not thinking about the most powerful spells, or the coolest spells, but the ones that a party genuinely needs to have access to.
The Drunken Dragon
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The ability to increase variability of one's sight. See invisibility is nice, but something that gives you darkvision or otherwise improves perception checks is invaluable, especially if you plan on resting in-dungeon.
Alarm spells to protect your stuff
At higher levels, overland flight (and at lower levels, mount of phantom steed) for high-speed travel.
Also, anything that lets you travel in multiple terrains, such as magic to allow you to walk on unstable surfaces such as water. Environmental resistances can be mixed with this to increase what you walk on (ice, acid, lava).