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<blockquote data-quote="Tzarevitch" data-source="post: 400131" data-attributes="member: 1792"><p>In Thulsa's defense, sometimes there are good reasons to ban or alter spells. Sometimes the ban is for setting reasons, sometimes it is because the DM simply doesn't like a particular spell (I personally call these "Crack Spells", meaning that I'd have to be on crack before I'd allow these in my game again). Contrary to the beliefs of some of my players, WotC designers are not all-knowing as to what is a balanced spell. Most spells are fine, some are way off the mark and are easily abused. </p><p></p><p>When I start my campaign I give the players my list of banned and altered spells:</p><p></p><p>Delay Poison(altered): Does NOT prevent the initial damage. It simply doesn't work fast enough to halt initial damage. It does delay the secondary effects though. It irks me that a 2nd level spell renders you immune to poison and with an ungodly duration to boot. If you want poison immunity get a Phylactery of Proof vs. Poison made. </p><p></p><p>Greater Magic Weapon (Altered): Duration reduced to 10 minutes/level. </p><p></p><p>All Teleportation Spells (Altered): You must have line of sight to your target. You cannot teleport anywhere you can't see (allowing for curvature of the earth). Max range on any teleportation spell is 10 miles/lvl. </p><p></p><p>Haste (Altered): Haste does not allow you to use more than one spell-like ability or spell in the same round. If you want to cast two spells get the Quicken Spell feat. </p><p></p><p>All Shadow Magic Spells (Banned): These spells are the most poorly worded and easily abused spells I have ever seen. They were bad in 2e and remain bad in 3e. I permitted them in two campaigns and banned them thereafter until I see a decent fix for them. </p><p></p><p>Heal/Harm (Altered): Spells are bumped up to 8th level where they belong (IMHO). They are WAY too powerful for 6th level. They are on the level of Otto's Irresistible Dance (i.e. a touch spell that will pretty much auto-disable you.)</p><p></p><p>Timestop (Banned): Lousy spell. Waaay too powerful, ill-defined and easy to abuse. It is a DM headache. </p><p></p><p>True Seeing (Altered): Spell bumped to 9th level as is. New spell replaces it at 5th lvl called "Part the Veil". This spell works like true seeing but only works against illusions and other spells of 4th level or lower. Also, the caster must concentrate for a round to "Pierce the Veil" and maintain concentration for the spell to work. Against creatures with an alternate form ability that is not analogous to a spell, the caster must succeed at a caster level check opposed by the target's HD check. </p><p></p><p>Scrying/Greater Scrying (Altered): Maximum range is 5 miles per level. (10 for greater scrying). If you want to scry further use Extend Spell or move closer. </p><p></p><p>Ethereal Jaunt, Plane Shift, Astral Spell (Banned): They don't exist in the setting. I don't dislike the spells, they just don't exist in the particular setting. Interdimensional travel is impossible except through a select handful of weak points and there is no Ethereal or Astral Plane. </p><p></p><p>As I said, I am a firm believer in a DM/s right to ban whatever parts of the game that don't fit his setting or his DMing style, but I would be interested to hear why Tulsa bans those particular spells. I've never found any of those to be a problem and I have players in my game who won't hesitate to twist poorly worded spells until they scream for mercy. </p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 400131, member: 1792"] In Thulsa's defense, sometimes there are good reasons to ban or alter spells. Sometimes the ban is for setting reasons, sometimes it is because the DM simply doesn't like a particular spell (I personally call these "Crack Spells", meaning that I'd have to be on crack before I'd allow these in my game again). Contrary to the beliefs of some of my players, WotC designers are not all-knowing as to what is a balanced spell. Most spells are fine, some are way off the mark and are easily abused. When I start my campaign I give the players my list of banned and altered spells: Delay Poison(altered): Does NOT prevent the initial damage. It simply doesn't work fast enough to halt initial damage. It does delay the secondary effects though. It irks me that a 2nd level spell renders you immune to poison and with an ungodly duration to boot. If you want poison immunity get a Phylactery of Proof vs. Poison made. Greater Magic Weapon (Altered): Duration reduced to 10 minutes/level. All Teleportation Spells (Altered): You must have line of sight to your target. You cannot teleport anywhere you can't see (allowing for curvature of the earth). Max range on any teleportation spell is 10 miles/lvl. Haste (Altered): Haste does not allow you to use more than one spell-like ability or spell in the same round. If you want to cast two spells get the Quicken Spell feat. All Shadow Magic Spells (Banned): These spells are the most poorly worded and easily abused spells I have ever seen. They were bad in 2e and remain bad in 3e. I permitted them in two campaigns and banned them thereafter until I see a decent fix for them. Heal/Harm (Altered): Spells are bumped up to 8th level where they belong (IMHO). They are WAY too powerful for 6th level. They are on the level of Otto's Irresistible Dance (i.e. a touch spell that will pretty much auto-disable you.) Timestop (Banned): Lousy spell. Waaay too powerful, ill-defined and easy to abuse. It is a DM headache. True Seeing (Altered): Spell bumped to 9th level as is. New spell replaces it at 5th lvl called "Part the Veil". This spell works like true seeing but only works against illusions and other spells of 4th level or lower. Also, the caster must concentrate for a round to "Pierce the Veil" and maintain concentration for the spell to work. Against creatures with an alternate form ability that is not analogous to a spell, the caster must succeed at a caster level check opposed by the target's HD check. Scrying/Greater Scrying (Altered): Maximum range is 5 miles per level. (10 for greater scrying). If you want to scry further use Extend Spell or move closer. Ethereal Jaunt, Plane Shift, Astral Spell (Banned): They don't exist in the setting. I don't dislike the spells, they just don't exist in the particular setting. Interdimensional travel is impossible except through a select handful of weak points and there is no Ethereal or Astral Plane. As I said, I am a firm believer in a DM/s right to ban whatever parts of the game that don't fit his setting or his DMing style, but I would be interested to hear why Tulsa bans those particular spells. I've never found any of those to be a problem and I have players in my game who won't hesitate to twist poorly worded spells until they scream for mercy. Tzarevitch [/QUOTE]
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