I've got a few spells that just feel like Greyhawk and AD&D to me -- now DCC does a great job of not just creating old school spells, but rolling them together -- having Unseen Servant serving as Invisible Stalker at higher spell check rolls is just great.
But I've got a Druid class and I need druidic spells -- Faerie fire is a unique druid spell in AD&D, so how do we make that the equivalent of other scalable 1st level spells? Having something light up in a flickering light isn't exciting, is it?
Looking at D&D 3.5 that version of the spell allows no saving throws -- maybe that's the hidden benefit here. The base spell can grant a bonus to ranged attacks (making a bonus to melee attacks seems -- silly? A person gently on fire is still as easy to hit with a sword as one who isn't). Ramp it up to become a distraction effect, and then ramp it up again as a spell that overcomes spell resistance (I use the older printing DCC rules where a creature with spell resistance creates a penalty to the caster's spell check if directly targeted), or helps focus a spell further.
While it's not a flashy spell, it does a bunch of things -- buffs ranged attacks, hampers targets, creates light, burns away illusions, and boosts subsequent spells against the target. I'd be pretty happy if I had that spell as a Druid player.
Thoughts? Drop me a note to archadethered@gmail.com.
Faerie Fire |
Level:
Druid 1 Range: 20’ Casting Time: 1 action Duration: Varies Save: None |
The caster illuminates an object or creature with a
pale, flickering otherworldly fire, which radiates the equivalent light of a
candle. While otherworldly in origin,
it does not cause any direct harm to the target or does it allow for a saving
throw to resist as it is not actually touching the target. |
1-11 Lost, Failure |
12-13 Up to one man-sized target is illuminated in flickering fire, granting
a +1 to hit with missile or ranged attacks for 1d6 rounds. |
14-17 Up to one man-sized target per caster level is illuminated in
flickering fire, granting a +1 to hit with missile or ranged attacks for
1d6+CL rounds. |
18-19 Up to one man-sized target per caster level is illuminated in
flickering fire, granting a +2 to hit with missile or ranged attacks and
negating any benefits of concealment for 2d6+CL rounds. |
20-23 Up to one man sized target per caster level is illuminated in
otherworldly fire the equivalent of a torch, granting a +2 to hit with
missile or ranged attacks, negating any benefits of concealment, and is
distracting to the subject, causing them to suffer a -1 to all checks for 1d6
turns. |
24-27 As 20-23, but is very distracting to the subject, causing them
to suffer a -2 to all checks, and lasts 1d6+CL turns. |
28-29 As 24-27 but also burns away illusions on the target after 1
round per spell level. If an illusion is
removed, the spell is expended on that target. |
30+ As 28-29, but also assists focusing magic on any spell
directed at the target, granting a +1 to spell checks if the spell
specifically targets it. |
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