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Are Spells Balanced by Level?
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<blockquote data-quote="jmucchiello" data-source="post: 467664" data-attributes="member: 813"><p><strong>Re: Overused...overpowered...</strong></p><p></p><p>In the SRD, Daze has a saving throw. What's the problem here?</p><p>You have to learn how to flank (not the game maneuver, just get on both side of) your PC mages. Shield is great until you are surrounded.</p><p>Mage Armor would be completely usesless as you've nerfed it.</p><p>True Strike: Trading one perfect hit for Mage Armor seems fair to me.</p><p>Sleep/Color Spray: Far too easy to take out fellow party members. That downside alone makes them balanced.</p><p>Expeditious Retreat: How many Sor/Mnk characters are there really?</p><p></p><p>Web is a good way to catch your breath in combat. If delayed by a level, it would never ever be cast again.</p><p>Invisibility: Perfectly placed. Easy to deal with, see glitterdust</p><p>Pumps: Don't the enemy casters also do this for their side?</p><p>Levitate: I have seen levitate cast twice in 20 years of gaming. (One may have been as a potion.) Why hasn't the enemy taken flying invaders into account in their lair? The enemy doesn't know that the adventurers are low-level and cannot fly.</p><p>Fireball vs. Lightning. Lightning a better spell. Fireball is over hyped.</p><p>Hold Person: Only affects humanoids</p><p>Blink: The 3rd edition version of this spell is the most balanced version of it. Why didn't you complain about Blur at 2nd level?</p><p>Fly: This is 3rd level because at 5th level is when the party starts dealing with flying enemies. Without this spell, there's going to be a lot of combats that take place between just the archers and the flying monster.</p><p>Haste: I think this spell should be higher level. There is just too much that can be done with an extra partial action. Unfortunately this just delays the grief haste causes. </p><p>Slow: This spell was much worse in 2nd ed. Now it only targets one creature so it is fine.</p><p></p><p>Black Tentacles: What mess? Great spell.</p><p>Phantasmal Killer: You get 2 saving throws.</p><p>Fear: It's mind-affecting. So many things have bonuses against mind-affecting spells it's almost funny.</p><p>Poly Other: This spell was screwed up. It should work like the 2nd ed version. Where you also think like the new form.</p><p></p><p>Hold Monster: I don't see the problem. It's an Enchantment. They suck. I should know.</p><p>Teleport: A very necessary spell at this point. Let the party teleport home every day. There's no harm. The trick is fix scrying. The DC is too low for people never seen before.</p><p>Trans Rock/Mud: This is an instant kill that can easily go wrong on you.</p><p></p><p>Disintegrate: Enemies make their saves more often at this level. It's not so bad.</p><p>Mass Haste: Agreed</p><p>Tenser's Transform: Never seen it used. Since it doesn't also give you 100 hp it is not nearly as good as it seems.</p><p></p><p>Again saves are easier to come by and the serious enemies have SR.</p><p>Teleport: Again so they can teleport.</p><p></p><p>Otto: It's an 8th level spell. It's the only friggin' good Enchantment and you want to squash it. Sheesh.</p><p>Horrid: With all of the direct death spells what is wrong with a 15d8, Fortitude half spell?</p><p></p><p>Bard's negate it. It is capped to one creature per caster level.</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. [/B]</p></blockquote><p>[/QUOTE]</p>
[QUOTE="jmucchiello, post: 467664, member: 813"] [b]Re: Overused...overpowered...[/b] In the SRD, Daze has a saving throw. What's the problem here? You have to learn how to flank (not the game maneuver, just get on both side of) your PC mages. Shield is great until you are surrounded. Mage Armor would be completely usesless as you've nerfed it. True Strike: Trading one perfect hit for Mage Armor seems fair to me. Sleep/Color Spray: Far too easy to take out fellow party members. That downside alone makes them balanced. Expeditious Retreat: How many Sor/Mnk characters are there really? Web is a good way to catch your breath in combat. If delayed by a level, it would never ever be cast again. Invisibility: Perfectly placed. Easy to deal with, see glitterdust Pumps: Don't the enemy casters also do this for their side? Levitate: I have seen levitate cast twice in 20 years of gaming. (One may have been as a potion.) Why hasn't the enemy taken flying invaders into account in their lair? The enemy doesn't know that the adventurers are low-level and cannot fly. Fireball vs. Lightning. Lightning a better spell. Fireball is over hyped. Hold Person: Only affects humanoids Blink: The 3rd edition version of this spell is the most balanced version of it. Why didn't you complain about Blur at 2nd level? Fly: This is 3rd level because at 5th level is when the party starts dealing with flying enemies. Without this spell, there's going to be a lot of combats that take place between just the archers and the flying monster. Haste: I think this spell should be higher level. There is just too much that can be done with an extra partial action. Unfortunately this just delays the grief haste causes. Slow: This spell was much worse in 2nd ed. Now it only targets one creature so it is fine. Black Tentacles: What mess? Great spell. Phantasmal Killer: You get 2 saving throws. Fear: It's mind-affecting. So many things have bonuses against mind-affecting spells it's almost funny. Poly Other: This spell was screwed up. It should work like the 2nd ed version. Where you also think like the new form. Hold Monster: I don't see the problem. It's an Enchantment. They suck. I should know. Teleport: A very necessary spell at this point. Let the party teleport home every day. There's no harm. The trick is fix scrying. The DC is too low for people never seen before. Trans Rock/Mud: This is an instant kill that can easily go wrong on you. Disintegrate: Enemies make their saves more often at this level. It's not so bad. Mass Haste: Agreed Tenser's Transform: Never seen it used. Since it doesn't also give you 100 hp it is not nearly as good as it seems. Again saves are easier to come by and the serious enemies have SR. Teleport: Again so they can teleport. Otto: It's an 8th level spell. It's the only friggin' good Enchantment and you want to squash it. Sheesh. Horrid: With all of the direct death spells what is wrong with a 15d8, Fortitude half spell? Bard's negate it. It is capped to one creature per caster level. 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. [/B][/QUOTE] [/QUOTE]
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