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Are Spells Balanced by Level?
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<blockquote data-quote="ashockney" data-source="post: 460546" data-attributes="member: 1363"><p><strong>Overused...overpowered...</strong></p><p></p><p>I agree with many of the posters, that many of the "out of balance" spells, are only that way because of little unique nuances to the spell, which if tweaked, would make the spell appropriate for it's given level. Here's my list to throw in the fray:</p><p></p><p>0:</p><p>Daze - Loses action! No save! Hello?</p><p></p><p>1st:</p><p>Shield: should be +3, all facing</p><p>Mage Armor: Duration and/or +1/3 levels (max +7)</p><p>True Strike: +20? 1st Level? Why not +5 or +10?</p><p>Sleep/Color Spray: until about 4th or 5th level. Up to then, it's an absolute show-stopper.</p><p>Expeditious Retreat: They didn't say double, did they? Oh, c'mon! Monks? Hello!?!? +5' move/level (max +30').</p><p></p><p></p><p>Not overpowered:</p><p>Magic Missile - this is a staple spell, so is used often, but anyone scared by 1d4+1, has bigger concerns. Clearly the tough part to this spell is it's no save component. Put a no save spell in at ANY level, and you'll see it taken with some degree of regularity. (see Ice Storm, Otto's)</p><p></p><p>2nd:</p><p>Web: Huge AoE and significant impact, increase level</p><p>Invisibility: very little can contend with at this level (implications to magic items, however, if changed)</p><p>Bull's/Cat's/Endurance - I hate to say it, because I love them too, but they're just used too much. Either knock their durations down or knock the ability to stack them up...ie, you can only use one enhancement item, and one enhancement spell at a time.</p><p>Knock: Thief? What thief?</p><p>Levitate: Too soon, increase level(implications to magic items, however, if changed)</p><p></p><p>3rd:</p><p>Fireball: AoE is HUGE, especially for the level</p><p>but damage is fine</p><p>Lightning Bolt: see above, not quite as bad on AoE</p><p>Hold Person: What does this spell make ANY other de-buffer or "fear" spell look like? Why would I enfeeble, curse, feeblemind, hopeless, shaken, or anything of the sort when I you completely remove you as a threat? Increase level.</p><p>Blink: Remove the ghost touch twink.</p><p>Fly: this is very difficult to contend with tactically at 5th level, increase it's level(implications to magic items, however, if changed)</p><p>Haste: Actions AND +4 to AC that stacks with everything? Twink it or increase the level.</p><p>Slow: AOE, otherwise great</p><p></p><p>4th:</p><p>Evard's: What a mess...remove it, or change completely.</p><p>(Improved Invisibility: It's worth noting that this spell is fine, b/c of the big limitation on duration.)</p><p>Phantasmal Killer: Insta-kill, needs cap</p><p>Fear: AoE, wow. Increase level, or decrease AoE.</p><p>Poly Other: only if you "twink" the interpretion to include keeping items while morphed</p><p></p><p>5th:</p><p>Hold Monster: see Hold Person, increase level.</p><p>Teleport: this is a little early, and makes it difficult to plan for(implications to magic items, however, if changed)</p><p>Trans Rock/Mud in conjunction with Trans Mud/Rock</p><p>Honorable Mention: Firebrand from Magic of Faerun, only b/c of targeting/AoE</p><p></p><p>6th:</p><p>Disintegrate: insta-kill, needs cap</p><p>Mass Haste: extra actions and +4 to AC (not as bad for the level, though, could easily be 7th)</p><p>Tenser's Transform: s/b BAB equals +1/HD, not adds BAB (especially in instances of fighters/monsters)</p><p></p><p>7th:</p><p>Finger of Death: Insta-kill, needs cap.</p><p>Teleport w/o Error: still too early, I like Etherealness here...note that targeted T-ports to only a specific location could be lower level, (implications to magic items, however, if changed)...</p><p></p><p>8th:</p><p>Otto's Irresistable Dance: no save on something other than damage...very bad, twink it.</p><p>Horrid Wilting: Damage type, make it resistable.</p><p></p><p>9th:</p><p>Wail of the Banshee: AoE insta-kill, needs cap.</p><p></p><p>There are some implications of a "lower magic world" in my list, but I think it meets the requirements of "If you moved these spells, would they still be taken at their new levels (or fix the spell and keep it at the same level)...I think the answer would be yes in all cases.</p></blockquote><p></p>
[QUOTE="ashockney, post: 460546, member: 1363"] [b]Overused...overpowered...[/b] I agree with many of the posters, that many of the "out of balance" spells, are only that way because of little unique nuances to the spell, which if tweaked, would make the spell appropriate for it's given level. Here's my list to throw in the fray: 0: Daze - Loses action! No save! Hello? 1st: Shield: should be +3, all facing Mage Armor: Duration and/or +1/3 levels (max +7) True Strike: +20? 1st Level? Why not +5 or +10? Sleep/Color Spray: until about 4th or 5th level. Up to then, it's an absolute show-stopper. Expeditious Retreat: They didn't say double, did they? Oh, c'mon! Monks? Hello!?!? +5' move/level (max +30'). Not overpowered: Magic Missile - this is a staple spell, so is used often, but anyone scared by 1d4+1, has bigger concerns. Clearly the tough part to this spell is it's no save component. Put a no save spell in at ANY level, and you'll see it taken with some degree of regularity. (see Ice Storm, Otto's) 2nd: Web: Huge AoE and significant impact, increase level Invisibility: very little can contend with at this level (implications to magic items, however, if changed) Bull's/Cat's/Endurance - I hate to say it, because I love them too, but they're just used too much. Either knock their durations down or knock the ability to stack them up...ie, you can only use one enhancement item, and one enhancement spell at a time. Knock: Thief? What thief? Levitate: Too soon, increase level(implications to magic items, however, if changed) 3rd: Fireball: AoE is HUGE, especially for the level but damage is fine Lightning Bolt: see above, not quite as bad on AoE Hold Person: What does this spell make ANY other de-buffer or "fear" spell look like? Why would I enfeeble, curse, feeblemind, hopeless, shaken, or anything of the sort when I you completely remove you as a threat? Increase level. Blink: Remove the ghost touch twink. Fly: this is very difficult to contend with tactically at 5th level, increase it's level(implications to magic items, however, if changed) Haste: Actions AND +4 to AC that stacks with everything? Twink it or increase the level. Slow: AOE, otherwise great 4th: Evard's: What a mess...remove it, or change completely. (Improved Invisibility: It's worth noting that this spell is fine, b/c of the big limitation on duration.) Phantasmal Killer: Insta-kill, needs cap Fear: AoE, wow. Increase level, or decrease AoE. Poly Other: only if you "twink" the interpretion to include keeping items while morphed 5th: Hold Monster: see Hold Person, increase level. Teleport: this is a little early, and makes it difficult to plan for(implications to magic items, however, if changed) Trans Rock/Mud in conjunction with Trans Mud/Rock Honorable Mention: Firebrand from Magic of Faerun, only b/c of targeting/AoE 6th: Disintegrate: insta-kill, needs cap Mass Haste: extra actions and +4 to AC (not as bad for the level, though, could easily be 7th) Tenser's Transform: s/b BAB equals +1/HD, not adds BAB (especially in instances of fighters/monsters) 7th: Finger of Death: Insta-kill, needs cap. Teleport w/o Error: still too early, I like Etherealness here...note that targeted T-ports to only a specific location could be lower level, (implications to magic items, however, if changed)... 8th: Otto's Irresistable Dance: no save on something other than damage...very bad, twink it. Horrid Wilting: Damage type, make it resistable. 9th: Wail of the Banshee: AoE insta-kill, needs cap. There are some implications of a "lower magic world" in my list, but I think it meets the requirements of "If you moved these spells, would they still be taken at their new levels (or fix the spell and keep it at the same level)...I think the answer would be yes in all cases. [/QUOTE]
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