cable said:
These spells are as unbalanced as Miasma from Masters of the Wild. Why do I say this? Miasma is basically useless as a PC spell because the PCs will have dealt with the NPCs one way or another well before Miasma's effect really kicks in.
Miasma is the first spell I ever read when brought to me by a player where I actually said..."Oh,
HELL No." It is an incredibly powerful spell for PCs, too. It is effectively a save-AND-die spell, not save-OR-die. Without magical aid, you WILL die from it in a matter of rounds. At 7th level, it will rack up to a DC 40 or so, assuming a 10 CON. Not really a good comparison.
Just ask these folks here, for example.
Not to mention that these spells are weak for their level. Prayer which is a 3rd level cleric spells is basically the same as Waves of Fatigue except that it gives bonuses to allies as well as penalties to enemies. In nearly all circumstances it would be better to have Forcecage and/or Reverse Gravity than Waves of Exhaustion as the former allows no SR in addition to their other benefits.
Well, first off, prayer is a cleric spell. Second off, spells like prayer and recitation give named bonuses, so they're not exactly the same. If the character already has a luck bonus, it's not as powerful as it first sounded (and by 7th level, some of the group is likely to have same) due to stacking issues. Third, unlike prayer and Recitation, which are burst spell effects centered on the caster, these two spells are ranged at 30' and 60', meaning the caster can stay safely out of harm's way while casting them.
As for Forcecage...1500 gp per casting makes it more than a little unpopular, and it doesn't remove the problem, necessarily. It contains the foe, but they can still throw breath weapons and spells out of the cage (and probably missle weapons, as well). Enemy spellcasters might even cast it on themselves, as protection against your melee types. Reverse Gravity also suffers from being useless against certain creatures. Most groups at that level have flight capability sprinkled throughout the group, and fighting flying or levitating foes at the level is hardly uncommon. An effective spell, to be sure, but in the right situations.
Considering these spells offer no save, no resistance, can be cast at range, and require, at a minimum, either clerical intervention or 1 to 9 hours to counteract...I'd say they're about in line with their levels.