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General Tabletop Discussion
*Pathfinder & Starfinder
Game Breaker Spells - What are they?
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<blockquote data-quote="Varianor Abroad" data-source="post: 3749994" data-attributes="member: 12425"><p>I think there are some solutions to the ones that bug me - fly and teleport. To teleport to a fixed location (as someone already mentioned) is handy. It also limits the spell to "eliminate the unfun distance between two adventure points". Moreover, you can actually make plots out of controlling the entrance/exit areas if they are constant and well known.</p><p></p><p>With fly, Arcana Evolved produced a decent result as far as movement. I think lowering the duration to a round/level would eliminate many of the "obstacle breaching" issues with this spell. Alternatively, I have in mind houseruling it to empower magical devices. You have a rug. You cast "flying device" on it. The rug now flies, but instead of you having inherent abilities, there's something that can be targeted. (It isn't however a focus or something really valuable that the player will get mad about losing.) Again, it goes from tactical convenience to something cool and a plot point because a greater version of the spell might enable airships, etc.</p><p></p><p>Many of the other items mentioned actually are challenges to the DM. Think about your plot from this vantage point. One issue I see a lot is that people want the players to figure out who the villain is and how things are done to get to the action quickly. Spells like speak with dead can enable that - or obfuscate depending on how exactly it is done. If the person didn't see who killed them, that doesn't help much does it?</p></blockquote><p></p>
[QUOTE="Varianor Abroad, post: 3749994, member: 12425"] I think there are some solutions to the ones that bug me - fly and teleport. To teleport to a fixed location (as someone already mentioned) is handy. It also limits the spell to "eliminate the unfun distance between two adventure points". Moreover, you can actually make plots out of controlling the entrance/exit areas if they are constant and well known. With fly, Arcana Evolved produced a decent result as far as movement. I think lowering the duration to a round/level would eliminate many of the "obstacle breaching" issues with this spell. Alternatively, I have in mind houseruling it to empower magical devices. You have a rug. You cast "flying device" on it. The rug now flies, but instead of you having inherent abilities, there's something that can be targeted. (It isn't however a focus or something really valuable that the player will get mad about losing.) Again, it goes from tactical convenience to something cool and a plot point because a greater version of the spell might enable airships, etc. Many of the other items mentioned actually are challenges to the DM. Think about your plot from this vantage point. One issue I see a lot is that people want the players to figure out who the villain is and how things are done to get to the action quickly. Spells like speak with dead can enable that - or obfuscate depending on how exactly it is done. If the person didn't see who killed them, that doesn't help much does it? [/QUOTE]
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Game Breaker Spells - What are they?
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