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3.5 Spells - Far Weaker?
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<blockquote data-quote="DungeonMaster" data-source="post: 2735862" data-attributes="member: 27431"><p>The fact that 95% of monsters don't have access to a handy Death ward spell makes this counterspell largely irrelevant. There is a huge list of spells that cuts disintegrate's effectivness, everything from spell immunity to plain blur and cat's grace. </p><p></p><p></p><p>That's your own opinion and your game. Most high level ennemies by the MM are dragons and outsiders, not undead or constructs. The highest CR construct is the iron golem at 13 and the highest CR undead are nightshades at CR 16 off the top of my head. </p><p></p><p></p><p></p><p>First of all it isn't damage. It merely sets the hp of the creature, doesn't kill it like in 3.5. Many spells outright kill, regardless of hp. Few monsters have higher than 200 hp in 3rd edition. Even then there's no guarantee you're going to get the harm spell off before the creature is damaged by other means - harm can do as little as nothing in terms of hp loss.</p><p>It isn't mechanically broken within the confines of the core rules and all but one noted non-core ruleset: epic. </p><p>When it really "breaks" is in non-core epic levels where monsters have absurd hitpoints - that much I'll agree to readily, but at the same time the writers of the epic levels should have forseen this coming a mile away. Even "save or die" magic breaks epic because there's literally no point to damaging the thing if your best damage is 5% of it's hp all resistances and yadda yadda included. </p><p></p><p></p><p></p><p>Do you feel the same about cure light wounds? </p><p></p><p></p><p></p><p>I'm confused now. You <em> don't </em> like the fact that the orb spells are conjurations? Don't they fit your description of conjure the *whatever* then propel it? Were it WP that was being propeled and all other things similar you would be content with "orb of fire"?</p></blockquote><p></p>
[QUOTE="DungeonMaster, post: 2735862, member: 27431"] The fact that 95% of monsters don't have access to a handy Death ward spell makes this counterspell largely irrelevant. There is a huge list of spells that cuts disintegrate's effectivness, everything from spell immunity to plain blur and cat's grace. That's your own opinion and your game. Most high level ennemies by the MM are dragons and outsiders, not undead or constructs. The highest CR construct is the iron golem at 13 and the highest CR undead are nightshades at CR 16 off the top of my head. First of all it isn't damage. It merely sets the hp of the creature, doesn't kill it like in 3.5. Many spells outright kill, regardless of hp. Few monsters have higher than 200 hp in 3rd edition. Even then there's no guarantee you're going to get the harm spell off before the creature is damaged by other means - harm can do as little as nothing in terms of hp loss. It isn't mechanically broken within the confines of the core rules and all but one noted non-core ruleset: epic. When it really "breaks" is in non-core epic levels where monsters have absurd hitpoints - that much I'll agree to readily, but at the same time the writers of the epic levels should have forseen this coming a mile away. Even "save or die" magic breaks epic because there's literally no point to damaging the thing if your best damage is 5% of it's hp all resistances and yadda yadda included. Do you feel the same about cure light wounds? I'm confused now. You [i] don't [/i] like the fact that the orb spells are conjurations? Don't they fit your description of conjure the *whatever* then propel it? Were it WP that was being propeled and all other things similar you would be content with "orb of fire"? [/QUOTE]
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