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<blockquote data-quote="takyris" data-source="post: 392454" data-attributes="member: 5171"><p>Offhand, I haven't seen much trouble with any of the spells you're describing. However, it is totally the DM's choice to ban spells. It is MUCH easier to ban spells and then slowly let them in than it is to allow them and then try to get them out when they are revealed to be too powerful.</p><p></p><p>I would go along with what your DM is doing. After awhile, in a not-pushy way, I would ask if he'd be willing to try them out in a limited way to see if they were really broken or not. For example, a staff of AntiMagic with 3 charges on it that you could find somewhere and use briefly. Or heck, let him bring it on you from an enemy, let him see how powerful (or not) it is.</p><p></p><p>If the DM is fairly new, those spells are all ones that can have some complicating factors -- remembering what gets stopped in an antimagic field, and what doesn't, figuring out the power on a simulacrum, etc. I think it's reasonable for your DM to be cautious, and to fear a player who starts using a potential game-breaker (in his mind) twice per day or making antimagic boots for the party barbarian...</p><p></p><p>So talk with him, but don't be pushy, and I think you'll be fine.</p><p></p><p>-Tacky</p></blockquote><p></p>
[QUOTE="takyris, post: 392454, member: 5171"] Offhand, I haven't seen much trouble with any of the spells you're describing. However, it is totally the DM's choice to ban spells. It is MUCH easier to ban spells and then slowly let them in than it is to allow them and then try to get them out when they are revealed to be too powerful. I would go along with what your DM is doing. After awhile, in a not-pushy way, I would ask if he'd be willing to try them out in a limited way to see if they were really broken or not. For example, a staff of AntiMagic with 3 charges on it that you could find somewhere and use briefly. Or heck, let him bring it on you from an enemy, let him see how powerful (or not) it is. If the DM is fairly new, those spells are all ones that can have some complicating factors -- remembering what gets stopped in an antimagic field, and what doesn't, figuring out the power on a simulacrum, etc. I think it's reasonable for your DM to be cautious, and to fear a player who starts using a potential game-breaker (in his mind) twice per day or making antimagic boots for the party barbarian... So talk with him, but don't be pushy, and I think you'll be fine. -Tacky [/QUOTE]
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