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D&D 3E/3.5 [3.5] Most Nerf-Worthy and Ban-Worthy Spells?


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Greenfield

Adventurer
Without question Gate should be on this list. Gate in a Solar and get 17 rounds, minimum, of service. The have both Wish and Miracle on their daily spell list, and can be commanded to cast them for you. They can also be commanded to create/produce magic items up to a certain price each day.

Now most DMs won't let you abuse the spell this way, but as written there's nothing to stop it.
 


Ahnehnois

First Post
Any of the various resurrection spells need to be at least managed with care.

Basically any charm or compulsion effect needs to be watched closely, though I've never had to do anything to change the spells. Divinations are the same way.

Teleportation needs some kind of managing.

The Shadow Conjuration/Evocation/etc. type spells could really be crazy.

Glitterdust needs a fix.

Wrack seems pretty sketchy to me.

(I'm also seconding anything polymorph related)

Honestly, given the number of published spells that exist, I can't think of many that I've found really problematic in play; most of these issues are common sense and either players don't bother to try abusing them or DMs fix things fast..
 


Dandu

First Post
Fireball and its like need to be banned because when the wizard deals damage, he is stepping on the fighter's toes.

Er... by which I mean Greater Consumptive Field.
 
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