• The VOIDRUNNER'S CODEX is LIVE! Explore new worlds, fight oppressive empires, fend off fearsome aliens, and wield deadly psionics with this comprehensive boxed set expansion for 5E and A5E!

D&D 3E/3.5 3.5e Magical Offenders - Most Overpowered Spells & Fixes

RedTonic

First Post
I was curious about what players & DMs using 3.5e consider the most overpowered spells or spell combinations and about any recommended, houseruled fixes. I've just begun a campaign in a low magic setting and I am concerned about game balance in the face of strong divine and arcane casters. I am, granted, already considering fixes for abilities and spells like Polymorph X and Raise Dead-style magic is extremely limited in the game context, so for me, those aren't terrible issues. I think addressing them in addition to other sundry ZOMG magic in 3.5e could be useful for me and other inexperienced DMs in general, though.
 

log in or register to remove this ad

Empirate

First Post
Here's a repost from an older thread concerning the same question:

me said:
Spells that need fixing (for their level, and for diverse reasons) in my book include, in alphabetical order:

Alter Self [fix: remove the natural armor clause]

Astral Projection [fix: spell ends if the recipient leaves the Astral Plane by any means; OR doesn't make copies of worn and carried items]

Black Tentacles [fix: allow a Reflex save to leave the area un-grappled]

Comprehend Languages [fix: gives a set bonus of +10 to Decipher Script skills instead of auto-deciphering]

Divine Power [fix: remove the ability to cast spells while under the effect of Divine Power]

Enlarge Person [fix: reduce duration to 1 rd/CL, and move to 3rd level]

Entangle [fix: reduce radius to 10'; OR move to 3rd level]

Freedom of Movement [fix: move to 6th level]

Gate [fix: delete the clause "In the case of a single creature, you can control it if its HD do not exceed twice your caster level."]

Glitterdust [fix: "Spell Resistance: Yes (blinding only)"]

Knock [fix: adds a set +10 bonus to Open Lock checks]

Mage's/Mordenkainen's Disjunction [fix: does not permanently destroy magic items, but does suppress them for CL rounds]

Magic Circle vs. Evil/etc. [fix: see Protection from Evil, and move to 5th level]

Mind Blank [fix: reduce duration to 10 min/CL]

Mirror Image [fix: move to 3rd level]

Planar Binding line [fix: don't set a HD cap, set a CR cap instead; or use Summon Monster-like tables for call-able creatures]

Protection from Evil/etc. [fix: only protects from possession and mind control originating from creatures of the warded-against alignment, and move to 3rd level]

Polymorph [fix: only allow polymorph subschool spells. Sure, this has been said by WotC, but many groups still allow Polymorph all the same]

Polymorph any Object [fix: there is no fix. This spell must go]

Resist Energy [fix: do not increase the energy resistance at higher CLs]

Shapechange [fix: remove the ability to use the spell-like and supernatural abilities of a creature you shapechange into, and introduce a clause stating that you cannot use any natural spellcasting the creature you shapechange into might have (such as a Planetar's Cleric spellcasting)]

Wall of Stone/Iron [fix: these spells need a duration other than instantaneous, I'm open to suggestions]


What do you think?


Also, here's the link to that thread. It was quite good, and rather long, so you may find lots of good stuff in there.

http://www.enworld.org/forum/d-d-legacy-discussion/301605-brainstorming-spell-fixes.html
 

green slime

First Post
My problems with spellcasting are legion.

1) Battlefield mobility is too cheap, basically given away, for extended durations. From +30 Speed, to levitation and Flight.

2) Investing in Skills is pointless.

3) I have no problems with spells that go "bang."

Normal physical challenges (heat, cold, starvation, submarine environment) should remain a challenge for longer, and not trivialised after 3rd level. Currently, it is digital: on/off.

Spells granting access to skills or increasing skills, should be capped to grant a total skill level less than what could be achieved by a character of that level.

But this calls for greater reassessment than what you are probably considering sane.
 


Greenfield

Adventurer
If I had to pick, the 1st "broken" spell that comes to mind is Entangle.

Broken combinations? Transmute Rock to Mud, followed by Dispel Magic. Anyone who can't fly or teleport is pretty much hosed.

There have been lots of tries on Polymorph over the years. 1st Ed actually had some nice points on Polymorph Other, which they sadly dropped in 3rd. The idea that the target slowly lost themselves to the new form was a good one. In 3.0 the only difference between Polymorph Self and Polymorph Other was the duration, so once you had a caster of sufficient level in the party there was no reason not to have everyone spend their adventuring time as Fire Giants.

If you made that a bad thing, though, a potential career ender, that abuse stopped right away.

To fix Polymorph in general, I'd produce a specific list of creatures you could turn into, based on caster level. That way we're not eliminating a bit of classic high fantasy schtick form the game, while placing some curbs on its use.

Polymorph Other, or Baleful Polymorph as its now called, should be treated like a curse. That is, there must be a way for the recipient to break the spell, and that method must be included in the casting, so the recipient will know what it is. The frog needs a fair mad to kiss him? The troll lady needs to win the faith of an honest man? All classic stuff, and should be allowed within the spell. I'd also make the casting time something like a full minute, at least. It should be a ritual type thing, rather than battle magic, more the plot device than anything else.
 


Greenfield

Adventurer
Several of the Polymorph type spells include the restriction that you can become various creatures, but not templated versions of them. Half-Dragon is a template.

Sorry.
 

Dandu

First Post
Even Teleport is broken when you think about it...

Long journey filled with epic random encounters gets shortened by about 95% when it comes into play unless you have a continent protected by Dimension Lock.
 

kitcik

Adventurer
Start with this premise:

Compared to non-casters, every spell is broken except those that simply:
1) Increase AC, and/or
2) Cause damage with a save for 1/2 (or no) damage.

Ban all the other spells to start, then work some exceptions back in.
 

Trance-Zg

First Post
Several of the Polymorph type spells include the restriction that you can become various creatures, but not templated versions of them. Half-Dragon is a template.

Sorry.

Not the original PHB spell, that is why we got several polymorph spells.

Also you can balance a template in polymorph by adding its level adjustment to base creature HD for caster level requirements.

I.E. ogre mage 5 HD + half dragon LA of +3 gives minimum caster level of 8
 

Voidrunner's Codex

Remove ads

Top