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<blockquote data-quote="Obryn" data-source="post: 4364763" data-attributes="member: 11821"><p>In my experience... no, not at all. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> A lot of that is in templates. If a Magister or Greenbond above 10th level doesn't look nearly godlike, he's not using his templates well. For 30 gp, you can add the Electric template to a spell (Foe needs to make a Fort save in addition to whatever damage he gets; failure means he's stunned for 1 or more rounds). Acid? <em>Auto-stun</em> 1 round per 20 points of damage if you add the template to an acid spell. Runic? Force a save using Intelligence at the cost of extra casting time. (For big, beefy, high-level characters, this can amount to a penalty of -10 or more to their saves.)</p><p></p><p>So you're doing tons of damage <em>and</em> getting the cool side-effects.</p><p></p><p>Additionally, if a caster picks up Brandish Magical Might, they can eat right through a foe's spell resistance - many times per day.</p><p></p><p>Let's add in Quicken Spell at the right level. Sure, it costs 2 spell slots of whatever level, but you can do it 3 times per day and pick the spells you want to quicken at the time you cast them.</p><p></p><p>There are still several spells that are effectively save-or-die, as well. Vitrification is a 6th-level Complex spell. It turns you to easily-shattered glass, not stone. The various Resilient Spheres effectively remove a threat from the field for the duration of a battle.</p><p></p><p>I stand by my original conclusions from running the game for a few years. Magic is crazy powerful in AE. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>-O</p></blockquote><p></p>
[QUOTE="Obryn, post: 4364763, member: 11821"] In my experience... no, not at all. :) A lot of that is in templates. If a Magister or Greenbond above 10th level doesn't look nearly godlike, he's not using his templates well. For 30 gp, you can add the Electric template to a spell (Foe needs to make a Fort save in addition to whatever damage he gets; failure means he's stunned for 1 or more rounds). Acid? [I]Auto-stun[/I] 1 round per 20 points of damage if you add the template to an acid spell. Runic? Force a save using Intelligence at the cost of extra casting time. (For big, beefy, high-level characters, this can amount to a penalty of -10 or more to their saves.) So you're doing tons of damage [I]and[/I] getting the cool side-effects. Additionally, if a caster picks up Brandish Magical Might, they can eat right through a foe's spell resistance - many times per day. Let's add in Quicken Spell at the right level. Sure, it costs 2 spell slots of whatever level, but you can do it 3 times per day and pick the spells you want to quicken at the time you cast them. There are still several spells that are effectively save-or-die, as well. Vitrification is a 6th-level Complex spell. It turns you to easily-shattered glass, not stone. The various Resilient Spheres effectively remove a threat from the field for the duration of a battle. I stand by my original conclusions from running the game for a few years. Magic is crazy powerful in AE. :) -O [/QUOTE]
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