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What is the most powerful spell?
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<blockquote data-quote="Yaarel" data-source="post: 7210104" data-attributes="member: 58172"><p>I guess, Telekinesis is Not Bad, albeit its Strength save hurts because the creatures one would normally want to physically restrain are the ones that deal ‘physical’ melee damage and tend to have high Strength, especially ‘Huge’ ones.</p><p></p><p>My main frustration with the spell is, I want Telekinesis at level 1, while the amount of weight increases while using higher spell slots.</p><p></p><p>Something like. 1st-level: 100 pounds. 2nd-level: 300 pounds. 3rd-level: 1000 pounds. 4th-level: 3000 pounds. 5th-level: 10,000 pounds. 6th: 30,000 pounds. 7th: 100,000 pounds. 8th: 300,000 pounds. 9th: 1,000,000 pounds. (To build mage towers telekinetically, and so on.) It is ok for one spell to deal with willing creatures and unattended objects (and lifting more weight), while an other spell handles combat against hostile targets, and damage.</p><p></p><p>Also a Telekinesis cantrip − I dont mean Mage Hand, which is a hand-shaped puppet. I mean Telekinesis, moving a mass by a thought. For example, lifting a volume of water up out of a cup, floating the globule into the air, then separating it into into intricate patterns of globules of water. Telekinesis. You cant do Telekinesis with Mage Hand. The weight increases when attaining higher levels.</p><p></p><p>I want the D&D version of Telekinesis to undergo rethinking. When psionics comes out, I want Telekinesis to be satisfying even for a first level character. Same goes for Telepathy and ‘Phasing’ thru solid objects. These are things certain races can already do at level 1. (4e races can do alot of cool stuff in a balanced way.) It can be done in a balanced way. And I want it.</p><p></p><p>Any way, as-is, the 5th-level spell Telekinesis hurts because of its Strength save, but it lasts 10 minutes, has its uses. Not Bad.</p><p></p><p>Telepathic Bond is too high a spell slot for what it does.</p><p></p><p>Phase Door − a temporary hole in a wall − really? A 5th-level spell must do more.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7210104, member: 58172"] I guess, Telekinesis is Not Bad, albeit its Strength save hurts because the creatures one would normally want to physically restrain are the ones that deal ‘physical’ melee damage and tend to have high Strength, especially ‘Huge’ ones. My main frustration with the spell is, I want Telekinesis at level 1, while the amount of weight increases while using higher spell slots. Something like. 1st-level: 100 pounds. 2nd-level: 300 pounds. 3rd-level: 1000 pounds. 4th-level: 3000 pounds. 5th-level: 10,000 pounds. 6th: 30,000 pounds. 7th: 100,000 pounds. 8th: 300,000 pounds. 9th: 1,000,000 pounds. (To build mage towers telekinetically, and so on.) It is ok for one spell to deal with willing creatures and unattended objects (and lifting more weight), while an other spell handles combat against hostile targets, and damage. Also a Telekinesis cantrip − I dont mean Mage Hand, which is a hand-shaped puppet. I mean Telekinesis, moving a mass by a thought. For example, lifting a volume of water up out of a cup, floating the globule into the air, then separating it into into intricate patterns of globules of water. Telekinesis. You cant do Telekinesis with Mage Hand. The weight increases when attaining higher levels. I want the D&D version of Telekinesis to undergo rethinking. When psionics comes out, I want Telekinesis to be satisfying even for a first level character. Same goes for Telepathy and ‘Phasing’ thru solid objects. These are things certain races can already do at level 1. (4e races can do alot of cool stuff in a balanced way.) It can be done in a balanced way. And I want it. Any way, as-is, the 5th-level spell Telekinesis hurts because of its Strength save, but it lasts 10 minutes, has its uses. Not Bad. Telepathic Bond is too high a spell slot for what it does. Phase Door − a temporary hole in a wall − really? A 5th-level spell must do more. [/QUOTE]
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