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Is Hide Spell overpowered?

Now, the only thing that Hide Spell has on Empower, is that they don't see what causes the damage. This can *really* screw up your party. Imagine an ambush, where they get smacked with a hidden spell. They just take damage, feel the heat, and are left totally confused.

Umm... correct me if Im wrong.. but isnt that the point of an ambush?

Personally this feat is abit overpowered, but having to memorize it as a spell four levels higher is quit the way. I think it should only be memorized 3 lvls higher;) .

Damnit all, not two posts on these boards and already Im editing
 
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Actually, I missed two :p
Should have be " isnt quite the way "

But I originally edited because I typed the code wrong for bold

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Of course it's the point of an ambush. :)

I don't think it needs to be +4. That would put it in line with a Delayed Blast Fireball, and quite frankly, a no save 10d6 is not comparable to a 20d6, save or not.

Another example is the spell Destruction. 7th level. Die, or take 10d6 on a successful save. Now, if you succeed in your save, you take 10d6, period. If you fail, you die. Die or 10d6 no save, compared to a Hidden Fireball that only does 10d6, no save. I think 5th level is a fair number, 6th at best.
 
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Personally, I look at ANYTHING from S&S studios with a grain of salt. Just check out the Body of Corean line in R&R if you don't know what I mean.

That said, I'd call this +3 OR make Silent and Still Spells prerequisites. This just has too many applications, especially from armor-wearing casters, for me to make it anything less.
 

Lily Inverse said:
Just check out the Body of Corean line in R&R if you don't know what I mean.

Where's that at?

And, yes, S&SS does make some real Goofy things. Like the spellcasting heat generation.
 

DeBhaal said:

Umm... correct me if Im wrong.. but isnt that the point of an ambush?

I'm sorta confused where exactly this interjection of yours was supposed to lead.

Yes, it's the point of an ambush. So?
 

Lily Inverse said:
Personally, I look at ANYTHING from S&S studios with a grain of salt. Just check out the Body of Corean line in R&R if you don't know what I mean.

That said, I'd call this +3 OR make Silent and Still Spells prerequisites. This just has too many applications, especially from armor-wearing casters, for me to make it anything less.

Actually, this feat does not in any way alter the effects of wearing armour while casting. It affects only the visual and audio parts of the actual spell effect (not the components).

Overall, I must say I'm gratified by the range of responses. This is the only feat in the Crystalkeep feat list that I couldn't easily decide to either use or discard; the differing opinions make me feel justified in my own uncertainty. :)

Keep the opinions coming, I still haven't made up my mind. :cool:
 
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The feat itself is not overpowered. By the time you can use it with fireball, you could also be casting cone of cold. That means either 9d6 in a huge area with a reflex save for half, or 9d6 in a smaller area, with no save. At higher levels, your cone of cold just keeps getting bigger and doing more dice, whereas the fireball maxes out at 10d6.

When you can use it with cone of cold, you could also be casting delayed blast fireball (in which case hide spell is better) or are 1-2 levels away from Horrid Wilting, in which case hide spell stinks.

Also, you have to look at everything that ANY company puts out with a grain of salt, not just S&S. Their heat generating magic is setting specific, and has reasons for being there. It is not just an excuse to get drow chicks in bikinis (especially considering their setting doesn't even have drow).

I personally allow Hide Spell as written in my campaign, but no one has wanted to take it yet.

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Also, increasing the requirement to +3 means you have to compare it to maximize spell. With maximized fireball, you do 60 points, save for 30. Hidden Fireball would do (on average) 35, no save. I think the maximise wins out every time.
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SableWyvern said:
So, as a fifth level spell, you can have a fireball doing an automatic 10d6 with no save. Plus plenty of other similar uses. Any opinions?

James McMurray, Plain Sailing, and Xarlen summed it up quite well, and I'm definately in agreement with them. A two level increase is just fine for the effect, especially when you consider the maximize spell feat. If you really wanna raise the spell level increase, stick with +3, but that's pushing it. If you raise it to +4, you might as well just label the feat with a new descriptor that states, "Note: This feat sucks, because I made it suck. Don't take it."
 

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