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General Tabletop Discussion
*Pathfinder & Starfinder
Game Breaker Spells - What are they?
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<blockquote data-quote="WhatGravitas" data-source="post: 3749172" data-attributes="member: 33132"><p>Yep. It also wildly unbalances dungeons against outdoor encounter, because the added direction is suddenly king. <em>Fly</em> would be fine, if it'd be "self only" (because flying mages are somewhat fitting, flying fighters... are superman) and/or much more limited in maximum altitude, i.e. you cannot fly higher than X feet, this would make deep crevices much more dangerous again, while allowing you to cross less deep pits and so on. And imagine a trap door triggered by presence (using magic): Suddenly you're muuuch higher and the spell ends.</p><p></p><p>Concerning teleport: My biggest beef with it is the "sudden" introduction of the spell. I'd rather have a <em>shadow walk</em>-esque spell on fifth level (because this makes a insta-travel spell to a adventure on its own, wandering through the shadow world) and put <em>teleport</em> (perhaps with <em>plane shift</em> folded into it) on a higher level and the <em>teleport without error</em> on the highest spell level (because appearing perfectly at one point sounds like the pinnacle of travel magic - and I wouldn't name it <em>greater teleport</em>).</p><p></p><p>Concerning all the spells that make skills effectively useless: I like the AE solution to that problem - they usually use a caster power check (caster level + stat mod), the same for <em>remove disease</em> and <em>neutralize poison</em>.</p><p></p><p>Cheers, LT.</p></blockquote><p></p>
[QUOTE="WhatGravitas, post: 3749172, member: 33132"] Yep. It also wildly unbalances dungeons against outdoor encounter, because the added direction is suddenly king. [i]Fly[/i] would be fine, if it'd be "self only" (because flying mages are somewhat fitting, flying fighters... are superman) and/or much more limited in maximum altitude, i.e. you cannot fly higher than X feet, this would make deep crevices much more dangerous again, while allowing you to cross less deep pits and so on. And imagine a trap door triggered by presence (using magic): Suddenly you're muuuch higher and the spell ends. Concerning teleport: My biggest beef with it is the "sudden" introduction of the spell. I'd rather have a [i]shadow walk[/i]-esque spell on fifth level (because this makes a insta-travel spell to a adventure on its own, wandering through the shadow world) and put [i]teleport[/i] (perhaps with [i]plane shift[/i] folded into it) on a higher level and the [i]teleport without error[/i] on the highest spell level (because appearing perfectly at one point sounds like the pinnacle of travel magic - and I wouldn't name it [i]greater teleport[/i]). Concerning all the spells that make skills effectively useless: I like the AE solution to that problem - they usually use a caster power check (caster level + stat mod), the same for [i]remove disease[/i] and [i]neutralize poison[/i]. Cheers, LT. [/QUOTE]
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Game Breaker Spells - What are they?
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