Cheiromancer
Adventurer
Let me start out with blasphemy. The easiest way to deal with it would be to simply cap it at 20th level. Or 25th, if you are generous. A more complicated way might be to allow a saving throw to reduce or negate its effects. The following might be one way of doing that:
[sblock=revised Blasphemy]Blasphemy
Evocation [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Non-evil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will partial or Will negates; see text
Spell Resistance: Yes
Evil creatures, and creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. Non-evil creatures with less than 10 Hit Dice are not allowed a save. They and any non-evil creature within the area of a blasphemy spell who fail their saving throw suffer a number of ill effects determined by the difference between their Hit Dice and your caster level:
Dazed
The creature can take no actions for 1 round, though it defends itself normally.
Weakened
The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.
Killed
Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, non-evil extraplanar creatures within the area whose HD do not exceed your caster level are instantly banished back to their home planes if they fail their saves. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy.[/sblock]
***
Next is Mordenkainen's disjunction. It has the potential to destroy items, and dispels spells without a caster level check. I'm not sure there is a fix- this spell is kind of a "nuclear option". However its disuse creates a lacuna in a spellcaster's repertoire; after 20th level there are few effective ways of dispelling an opponent's spells.
The easiest fix is to remove the cap from greater dispel magic. A slightly more restrictive approach would be to allow Empower to have an unusual effect when applied to greater dispel magic; it raises the level cap by 10.
Some products have a section of "new uses for old skills". We could have a similar section of "new uses for old feats". But it would be nice to have more than one entry in the section!
***
Other problematic spells you've called out are Shapechange, polymorph any object and gate (1 target). I suspect that true resurrection belongs on that list as well, but we are discussing that over in the [Undeath] and [Life] thread.
***
There is currently a discussion in the rules forum concerning Black Puddings vs. Magical Adamantine. A Black Pudding could spend all day trying to digest a magical adamantine sword, without success, but if struck by it could destroy it in a round if the item failed its reflex save. This discrepancy is incongruous, and I am not sure if it should be so easy to destroy powerful magic items. I suggested in the thread that an item add its hardness to its Reflex saves, not merely its Fortitude saves. There might be other solutions.
Anyway, I thought it would be good to have these problematic spells and effects collected in one place for discussion.
[edit] Actually, it might be better to be able to find particular problematic things by looking at their thread titles.
[sblock=revised Blasphemy]Blasphemy
Evocation [Evil, Sonic]
Level: Clr 7, Evil 7
Components: V
Casting Time: 1 standard action
Range: 40 ft.
Area: Non-evil creatures in a 40-ft.-radius spread centered on you
Duration: Instantaneous
Saving Throw: None or Will partial or Will negates; see text
Spell Resistance: Yes
Evil creatures, and creatures whose Hit Dice exceed your caster level are unaffected by blasphemy. Non-evil creatures with less than 10 Hit Dice are not allowed a save. They and any non-evil creature within the area of a blasphemy spell who fail their saving throw suffer a number of ill effects determined by the difference between their Hit Dice and your caster level:
- Creatures whose Hit Dice exceed (your caster level -5) suffer two ill effects.
- Creatures whose Hit Dice exceed (your caster level -10) suffer three ill effects.
- Creatures whose Hit Dice do not exceed (your caster level -10) suffer four ill effects.
- Creatures with 10 Hit Dice suffer one fewer effect.
- Creatures with 15 Hit Dice suffer two fewer effects.
- Creatures with 20 Hit Dice suffer three fewer effects.
- Creatures with 25 Hit Dice suffer no effects.
Dazed
The creature can take no actions for 1 round, though it defends itself normally.
Weakened
The creature’s Strength score decreases by 2d6 points for 2d4 rounds.
Paralyzed
The creature is paralyzed and helpless for 1d10 minutes.
Killed
Living creatures die. Undead creatures are destroyed.
Furthermore, if you are on your home plane when you cast this spell, non-evil extraplanar creatures within the area whose HD do not exceed your caster level are instantly banished back to their home planes if they fail their saves. Creatures so banished cannot return for at least 24 hours. This effect takes place regardless of whether the creatures hear the blasphemy.[/sblock]
***
Next is Mordenkainen's disjunction. It has the potential to destroy items, and dispels spells without a caster level check. I'm not sure there is a fix- this spell is kind of a "nuclear option". However its disuse creates a lacuna in a spellcaster's repertoire; after 20th level there are few effective ways of dispelling an opponent's spells.
The easiest fix is to remove the cap from greater dispel magic. A slightly more restrictive approach would be to allow Empower to have an unusual effect when applied to greater dispel magic; it raises the level cap by 10.
Some products have a section of "new uses for old skills". We could have a similar section of "new uses for old feats". But it would be nice to have more than one entry in the section!
***
Other problematic spells you've called out are Shapechange, polymorph any object and gate (1 target). I suspect that true resurrection belongs on that list as well, but we are discussing that over in the [Undeath] and [Life] thread.
***
There is currently a discussion in the rules forum concerning Black Puddings vs. Magical Adamantine. A Black Pudding could spend all day trying to digest a magical adamantine sword, without success, but if struck by it could destroy it in a round if the item failed its reflex save. This discrepancy is incongruous, and I am not sure if it should be so easy to destroy powerful magic items. I suggested in the thread that an item add its hardness to its Reflex saves, not merely its Fortitude saves. There might be other solutions.
Anyway, I thought it would be good to have these problematic spells and effects collected in one place for discussion.
[edit] Actually, it might be better to be able to find particular problematic things by looking at their thread titles.
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