BoED Spells

cidak

First Post
After watching with interest the ongoing debate in the Overpowered/underpowered Spells thread, I wanted to narrow the view somewhat. I am running the Shackled City campaign using BoED. I have an Exalted Cleric that would like to make use of the spells from the book and I would like your thoughts on which ones you feel are over powered.

For example Luminous Armour which, as a second level spell, grants you an effect bonus to AC of +9 in melee! +5 armour bonus and -4 melee attack, more if the moster is light sensitive!

Are there any others?

Thanks
 

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Lo said:
After watching with interest the ongoing debate in the Overpowered/underpowered Spells thread, I wanted to narrow the view somewhat. I am running the Shackled City campaign using BoED. I have an Exalted Cleric that would like to make use of the spells from the book and I would like your thoughts on which ones you feel are over powered.

For example Luminous Armour which, as a second level spell, grants you an effect bonus to AC of +9 in melee! +5 armour bonus and -4 melee attack, more if the moster is light sensitive!

Are there any others?

Thanks

Deus has made some interesting use of Last Judgement (when I saw that spell it just screamed for my wizard to use) The one that brings a small force of Mustevals also is useful.
 

I always use this gauge as to what might be "overpowered" (I put it in quotes because most of the time I don't believe in the concept; most often I find a Dungeon Master calls something overpowered when they just weren't expecting an intelligent application of the spell's concepts, and they aren't ready to deal with it; some preparation and a working knowledge of all rules being used in the campaign can usually keep something from being overpowering): "Does my character want to use this spell to the point that I never have to erase it from their daily preparation list?" If the answer to that is "yes", then I proceed.


For instance, my Exalted Paladin/Knight of the Chalice never really let go of the Sanctified spell Sunmantle. That spell gave Damage Resistance 5/-, and it lashed out, with a guaranteed hit, at anything which struck my PC for 5 points of damage per strike. Combined with the impressive damage-dealing capabilities of an intelligently-constructed Paladin/Knight of the Chalice, that spell can be all the difference between a successful or failed combat, from the character's perspective.

Greater Luminous Armor is only really going to be brought to bear with straight spellcasters, because it provides an armor bonus, which wouldn't stack with the existing armor likely worn by the divine casters (the Cleric, Paladin, Druid, and Ranger). Even so, that +8 to Armor Class is impressive.

Rain of Embers is pretty gnarly, dealing 10d6 of damage per round to evil creatures. Use this spell on the Lower Planes, and you're going to make some immortal enemies.

Armageddon doesn't summon either Bruce Willis or Ben Affleck (for which we're all eternally grateful; we might kinda wish it summoned Liv Tyler, though...), but the celestials it does summon can make the difference in a fight, particularly since it ends with one of the higher-powered celestials making an appearance, and control of those celestials rests solely with the caster. You can do some damage with an intelligent application.

That's the Sanctified magic. Of the regular new magic from the Book of Exalted Deeds, another spell my Paladin frequently used was Divine Sacrifice. That lets you sacrifice up to 10 hit points (and with the high-end hit dice Paladins have, that usually isn't much to them) to get an additional 5d6 of damage on your next strike. In a fight with an evil Outsider, combine this with a Holy Evil Outsider Bane weapon, the "Sanctify Martial Strike" feat (also from the Book of Exalted Deeds), a Smite Evil use, "Power Attack", and a couple levels of Knight of the Chalice (for bonus damage d6s against evil Outsiders), and you're talking the kind of bonus damage usually reserved for Rogues doing a Sneak Attack. At 16th level, my Paladin/Knight of the Chalice would, with this spell, her Holy Evil Outsider Bane greataxe ("Heaven's Wrath"), and the bonus dice from her two Knight of the Chalice levels, deal +10d6 on her first hit. Throw in her Smite Evil damage, and things started getting kind of sick.

The 6th level Wizard/Sorceror spell Starmantle is obviously good enough that in addition to giving it as a spell, it's also the basis for a magical item from the BoED. Something that automatically destroys nonmagical weapons that strike it (which would also presumably be any natural weapons striking the spell's field of effect, unless the creature has attacks that count as magical for purposes of bypassing Damage Reduction) is nasty when you start essentially destroying creatures' limbs who are attacking your spellcaster.

Be wary of abuse of Quickshift, another 6th level arcane spell. It grants use of Teleport and Greater Teleport as a spell-like ability, usable as a free action once a round. Great way for a Wizard or Sorceror to set up delayed-effect magic and then get out of Dodge.

The 8th level spell Last Judgment is nasty; evil creatures are struck dead and sent back to the Lower Planes. It has a casting time of 1 round, but combined with the metamagic feat "Rapid Spell" (from The Complete Divine), this can quickly be abused; it also grants a Will save for partial effect, but Will is often the weakest save for the greatest number of monsters. Even if they make their save, they can take up to 18 points of Wisdom damage, meaning they could still be slain outright. Impressive power, and since the spell isn't Sanctified, it could presumably be used by Neutral spellcasters.

Those are the ones that immediately come to mind for me. Hope it helps.
 

I've only really looked at the non-sanctified Sorc/Wiz spells, but I'll mention some of the better ones (in my opinion). I wouldn't necessarily call many of these "overpowered," but certainly good spells ;)

Yoke of Mercy - For just a 2nd level spell, it can be used on things 4 HD higher than the caster, and causes the target to fight mercifully. If affected, the target only deals non-lethal damage, avoids using damaging spells & spell-like abilities, and does not deliver a Coup de Grace, etc. There is an abstinence component present that restricts abuse, but it could still be an awesome spell for casters who predominantly use non-damaging spells, especially a sorcerer with heighten spell (to raise that DC).

Elation - Large burst area giving morale bonuses to str, dex, and movement for all party members; moderate bonuses yes, but they will rarely have stacking problems and should affect the caster's entire party. At spell level sorc/wiz 3, and bard 2, this one's a keeper.

Radiant Fog - Level 4 - Seems like it could be extremely effective as a defense measure for a caster. Havn't playtested this, so not entirely sure.

Emerald Burst - Level 5 - It has a 1000 gp component, but if you can afford that, this is a great spell for any do-gooder to have. Fireball spread, stuns evil creatures for 1d4 rounds. Area stun, yum!

Star-Mantle - Level 6 - I actually originally posted this in the overpowered/underpowered thread asking what folks thought. Eldren has already mentioned it here, but it's a pretty badass spell (particularly when combined with DR and/or a Fire Shield/Radiant Shield/similar effect).

Quickshift - Level 6 - is another one that Eldren has mentioned. Definitely makes the list for sorcerers, methinks. Edit: I think I may have missed a Celestial component on this; shortly after making the post I loaned my BEoD to a friend, so can't confirm it.

Wages of Sin - Level 6 - Wowsers!! This could change a large battle drastically! It has a medium range, and affects as many evil targets in that range as the caster has levels. Everything that fails it's save: believes that its allies are trying to kill it & attacks the nearest Evil creature to the best of its ability. Targets do not ignore other threats, but attack other Evil creatures in preference to other foes. Who is likely to know your foe's weaknesses better than his comrades, henchmen or minions? Simply amazing. The abstinence component on this one seems a little trivial to me, *shrug*. Cast it on raiding/hunting party (or even a tribe!) of hill/frost/fire giants and watch them beat each other to a pulp. Weee! :D

Amber Sarcophagus - Level 7 - Very similar to forcecage, except it a) requires SR check, b) Causes the contained creature to go into stasis, c) can't be dismissed by the caster at will and must be busted open, d) lasts days/level rather than hours, and e) has 1/3 the material component cost (500 gp). In a lot of situations, features of this spell would be preferable to a forcecage.

Eladrin Form - Level 7 - like radiant fog, I havn't playtested this one, but it looks like it has some serious potential.

Since my sorcerer character is only 15th level, I havn't needed to read/try the level 8 or 9 spells in depth yet, so won't comment on any of those.
 
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I agre with pretty much everything Eldrin said except this:

Be wary of abuse of Quickshift, another 6th level arcane spell. It grants use of Teleport and Greater Teleport as a spell-like ability, usable as a free action once a round. Great way for a Wizard or Sorceror to set up delayed-effect magic and then get out of Dodge.

The spell does not grant the ability to you, it only allows you to use the Teleport without Error ability that you alread have as a free action. Note the celestial component, meaning its only of use to celestials who have teleport without error as a (Sp) ability.
 

What about hammer of rightiousness? d8/level of non-energy damage, yikes! The cleric in my group casts more than one of these per combat.
 

I would also like to point out Brilliant Emanation (I think). Its the spell that casts light as Daylight, lasts 1 day per level, and deals 2d6 damage per round to any evil creature in its radius. Because it can be cast on an object and carried around, it is way too powerful. The Book of Vile Darkness's Damning Darkness spell is the same, but it is harder to use because it will usually also affect the carrying party by giving them miss chances.
 

James McMurray said:
I would also like to point out Brilliant Emanation (I think). Its the spell that casts light as Daylight, lasts 1 day per level, and deals 2d6 damage per round to any evil creature in its radius. Because it can be cast on an object and carried around, it is way too powerful. The Book of Vile Darkness's Damning Darkness spell is the same, but it is harder to use because it will usually also affect the carrying party by giving them miss chances.

Blinding Glory also is cool since it emanates from you it can be shared with a familiar (there is a certain bit of humor when Mr Peepers my kitten familiar "casts" this spell)
 

Eldren said:
The 6th level Wizard/Sorceror spell Starmantle is obviously good enough that in addition to giving it as a spell, it's also the basis for a magical item from the BoED. Something that automatically destroys nonmagical weapons that strike it (which would also presumably be any natural weapons striking the spell's field of effect, unless the creature has attacks that count as magical for purposes of bypassing Damage Reduction) is nasty when you start essentially destroying creatures' limbs who are attacking your spellcaster.
Starmantle was never meant to destroy creatures' LIMBS. It should be read as only affecting manufactured weapons.

Be wary of abuse of Quickshift, another 6th level arcane spell. It grants use of Teleport and Greater Teleport as a spell-like ability, usable as a free action once a round. Great way for a Wizard or Sorceror to set up delayed-effect magic and then get out of Dodge.
You have misread this spell, and badly. First off, it has the especial prerequisite "celestial" - so you have to be a good-aligned outsider (or have sufficient levels in the Celestial Mystic PrC) to even cast it.

The text of the spell says:

BoED p1.4 said:
For the duration of this spell, the caster's teleport or greater teleport spell-like ability is quickened (as if enhanced with the Quicken Spell feat). This spell has no effect on other spells or spell-like abilities.

Note that nowhere does it express that the caster is granted any spell-like ability - it only quickens existing abilities.

The 8th level spell Last Judgment is nasty; evil creatures are struck dead and sent back to the Lower Planes. It has a casting time of 1 round, but combined with the metamagic feat "Rapid Spell" (from The Complete Divine), this can quickly be abused; it also grants a Will save for partial effect, but Will is often the weakest save for the greatest number of monsters. Even if they make their save, they can take up to 18 points of Wisdom damage, meaning they could still be slain outright. Impressive power, and since the spell isn't Sanctified, it could presumably be used by Neutral spellcasters.
Also has a Celestial component, so access is quite efficiently restricted. Further, it affects only Humanoids, Monstrous Humanoids, and Giants - all of evil alignment. Won't touch undead, dragons, aberrations, outsiders, and so on.

Also consider that the spell says the creature is "bodily transported to the appropriate Lower Plane"; to my mind, that would mean it and all it's worn/carried equipment. Which has a direct cost in "loot value", given the spell only affects intelligent foes, who are more likely to be carrying and/or USING much of their magical equipment. That makes the spell a lot less attractive, now, doesn't it.

Add to all that, the [Death] descriptor ... and a simple Death Ward grants the badguys absolute immunity, anyway. It's great for clearing out the mooks, but the BBEG will likely laugh, before even contemplating rolling his saving throw. ^_^
 

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