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General Tabletop Discussion
*Pathfinder & Starfinder
Brainstorming on spell fixes
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<blockquote data-quote="Empirate" data-source="post: 5470049" data-attributes="member: 78958"><p>Sleep isn't among the first two dozen or so spells that need fixing, IMO. It only affects a small area, doesn't affect any but the weakest foes, <em>and takes a full round to cast</em>. In my experience, if you don't use it as a first strike, from hiding, it's hard to pull off great things with Sleep, even at very low levels.</p><p></p><p></p><p>Spells that need fixing (for their level, and for diverse reasons) in my book include, in alphabetical order:</p><p></p><p>Alter Self [fix: remove the natural armor clause]</p><p></p><p>Astral Projection [fix: spell ends if the recipient leaves the Astral Plane by any means; OR doesn't make copies of worn and carried items]</p><p></p><p>Black Tentacles [fix: allow a Reflex save to leave the area un-grappled]</p><p></p><p>Comprehend Languages [fix: gives a set bonus of +10 to Decipher Script skills instead of auto-deciphering]</p><p></p><p>Divine Power [fix: remove the ability to cast spells while under the effect of Divine Power]</p><p></p><p>Enlarge Person [fix: reduce duration to 1 rd/CL, and move to 3rd level]</p><p></p><p>Entangle [fix: reduce radius to 10'; OR move to 3rd level]</p><p></p><p>Freedom of Movement [fix: move to 6th level]</p><p></p><p>Gate [fix: delete the clause "In the case of a single creature, you can control it if its HD do not exceed twice your caster level."]</p><p></p><p>Glitterdust [fix: "Spell Resistance: Yes (blinding only)"]</p><p></p><p>Knock [fix: adds a set +10 bonus to Open Lock checks]</p><p></p><p>Mage's/Mordenkainen's Disjunction [fix: does not permanently destroy magic items, but does suppress them for CL rounds]</p><p></p><p>Magic Circle vs. Evil/etc. [fix: see Protection from Evil, and move to 5th level]</p><p></p><p>Mind Blank [fix: reduce duration to 10 min/CL]</p><p></p><p>Mirror Image [fix: move to 3rd level]</p><p></p><p>Planar Binding line [fix: don't set a HD cap, set a CR cap instead; or use Summon Monster-like tables for call-able creatures]</p><p></p><p>Protection from Evil/etc. [fix: only protects from possession and mind control originating from creatures of the warded-against alignment, and move to 3rd level]</p><p> </p><p> Polymorph [fix: only allow polymorph subschool spells. Sure, this has been said by WotC, but many groups still allow Polymorph all the same]</p><p> </p><p> Polymorph any Object [fix: there is no fix. This spell must go]</p><p></p><p>Resist Energy [fix: do not increase the energy resistance at higher CLs]</p><p></p><p>Shapechange [fix: remove the ability to use the spell-like and supernatural abilities of a creature you shapechange into, and introduce a clause stating that you cannot use any natural spellcasting the creature you shapechange into might have (such as a Planetar's Cleric spellcasting)]</p><p></p><p>Wall of Stone/Iron [fix: these spells need a duration other than instantaneous, I'm open to suggestions]</p><p></p><p></p><p>What do you think?</p></blockquote><p></p>
[QUOTE="Empirate, post: 5470049, member: 78958"] Sleep isn't among the first two dozen or so spells that need fixing, IMO. It only affects a small area, doesn't affect any but the weakest foes, [I]and takes a full round to cast[/I]. In my experience, if you don't use it as a first strike, from hiding, it's hard to pull off great things with Sleep, even at very low levels. Spells that need fixing (for their level, and for diverse reasons) in my book include, in alphabetical order: Alter Self [fix: remove the natural armor clause] Astral Projection [fix: spell ends if the recipient leaves the Astral Plane by any means; OR doesn't make copies of worn and carried items] Black Tentacles [fix: allow a Reflex save to leave the area un-grappled] Comprehend Languages [fix: gives a set bonus of +10 to Decipher Script skills instead of auto-deciphering] Divine Power [fix: remove the ability to cast spells while under the effect of Divine Power] Enlarge Person [fix: reduce duration to 1 rd/CL, and move to 3rd level] Entangle [fix: reduce radius to 10'; OR move to 3rd level] Freedom of Movement [fix: move to 6th level] Gate [fix: delete the clause "In the case of a single creature, you can control it if its HD do not exceed twice your caster level."] Glitterdust [fix: "Spell Resistance: Yes (blinding only)"] Knock [fix: adds a set +10 bonus to Open Lock checks] Mage's/Mordenkainen's Disjunction [fix: does not permanently destroy magic items, but does suppress them for CL rounds] Magic Circle vs. Evil/etc. [fix: see Protection from Evil, and move to 5th level] Mind Blank [fix: reduce duration to 10 min/CL] Mirror Image [fix: move to 3rd level] Planar Binding line [fix: don't set a HD cap, set a CR cap instead; or use Summon Monster-like tables for call-able creatures] Protection from Evil/etc. [fix: only protects from possession and mind control originating from creatures of the warded-against alignment, and move to 3rd level] Polymorph [fix: only allow polymorph subschool spells. Sure, this has been said by WotC, but many groups still allow Polymorph all the same] Polymorph any Object [fix: there is no fix. This spell must go] Resist Energy [fix: do not increase the energy resistance at higher CLs] Shapechange [fix: remove the ability to use the spell-like and supernatural abilities of a creature you shapechange into, and introduce a clause stating that you cannot use any natural spellcasting the creature you shapechange into might have (such as a Planetar's Cleric spellcasting)] Wall of Stone/Iron [fix: these spells need a duration other than instantaneous, I'm open to suggestions] What do you think? [/QUOTE]
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