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Balance question
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<blockquote data-quote="starwed" data-source="post: 3709867" data-attributes="member: 36983"><p>I noticed that Races of the Dragon has some sorcerer only spells, a couple of which seemed pretty good for a PC of mine. I'm a bit concerned about the balance/rules for them, though:</p><p></p><p><strong>Wings of Cover</strong>: This is an immediate action spell which provides momentary total cover, the idea being that you negate a single attack. But the way the spell is written makes almost no sense:</p><ul> <li data-xf-list-type="ul">It's an immediate action that you can take to interrupt an opponents attack.</li> <li data-xf-list-type="ul"><em>But</em>, your opponent can then choose to take another action, rather than attack you. It reads like they can even change the <em>type</em> of action, so what's to stop them from delaying/readying an action until after your protection wears off?</li> <li data-xf-list-type="ul">If they cast an area of effect spell, the protection grants a bonus on reflex saves, rather than completely protecting you. (And doing nothing for a great many AoO spells such as Cone of Cold.) Yet the spell also clearly states that it blocks line of effect, which should grant <em>complete protection</em> from this type of spell.</li> </ul><p></p><p><strong>Wings of Flurry</strong>: This one is simple: a 4th level AoO spell which deals 1d6/level force damage in a 30' burst, Reflex save for half, dazes creatures for 1 round if they fail the save. That alone is pretty strong (few things being immune to daze), but there's also no cap to the damage dice!</p><p></p><p>This is definitely a <em>really good</em> direct damage spell, although the range of 30' helps to balance it. But I'm wondering how much that limits it in practice, and whether it's overpowered or not.</p></blockquote><p></p>
[QUOTE="starwed, post: 3709867, member: 36983"] I noticed that Races of the Dragon has some sorcerer only spells, a couple of which seemed pretty good for a PC of mine. I'm a bit concerned about the balance/rules for them, though: [b]Wings of Cover[/b]: This is an immediate action spell which provides momentary total cover, the idea being that you negate a single attack. But the way the spell is written makes almost no sense: [list][*]It's an immediate action that you can take to interrupt an opponents attack. [*][i]But[/i], your opponent can then choose to take another action, rather than attack you. It reads like they can even change the [i]type[/i] of action, so what's to stop them from delaying/readying an action until after your protection wears off? [*]If they cast an area of effect spell, the protection grants a bonus on reflex saves, rather than completely protecting you. (And doing nothing for a great many AoO spells such as Cone of Cold.) Yet the spell also clearly states that it blocks line of effect, which should grant [i]complete protection[/i] from this type of spell.[/list] [b]Wings of Flurry[/b]: This one is simple: a 4th level AoO spell which deals 1d6/level force damage in a 30' burst, Reflex save for half, dazes creatures for 1 round if they fail the save. That alone is pretty strong (few things being immune to daze), but there's also no cap to the damage dice! This is definitely a [i]really good[/i] direct damage spell, although the range of 30' helps to balance it. But I'm wondering how much that limits it in practice, and whether it's overpowered or not. [/QUOTE]
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