KarinsDad said:I hate stupid rules.
And, I disagree that changing a size category for a first level spell is too powerful. It is also dependent on duration.
Plus, a larger creature is also easier to hit. Or inversely, a smaller creature does not hit as hard.
I see no real problem with gaining reach and a little bit of strength while losing AC for a first level spell or losing offense to gain defense. I just wish the designers would have given us better rules with regard to these two spells.
Caliban said:
You only get what the spell specifies you get. The spell doesn't specify a change in size category. The spell does specifically state that it doesn't affect your AC. If it did change your size category, it would affect your AC.
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rootbeergnome said:I once had a friend who i played 2ed ADnD with, who was always talking about the most powerful 1st level spells. He proved the worth of Enlarge/Reduce (enlarge/shrink then I think) time and time again. He would use reduce to shrink a locked door, causing enough space at the edges of the door so that it could be easily opened, and once, under a very lax DM he even shrunk a wall of a temple causing it to fall on some ogres. I know these examples are a little powerful and should probably not be allowed by most DMs, but if the low power of this 1st level spell(s) bothers you, then allow your players to use it more creatively. Let them shrink a set of bars in a window, allowing them to escape capture or a trap, or whatever you decide to allow! Encourage creativity and your players will surely surprise and amaze you!

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.