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General Tabletop Discussion
*Pathfinder & Starfinder
Is the Feeblemind spell fair?
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<blockquote data-quote="frankthedm" data-source="post: 3130880" data-attributes="member: 1164"><p>Fair: Reasonable within the scope of the rules <strong>and</strong> within the realities of play. If the spell is viewed as a nuclear option reserved for mutually assured destruction, that sounds like a vote for unfair. If the effect is too strong to replace the [presumably balanced] death effect gaze of a Bodak, again, a vote for unfair. If you would, as DM, hold back and have the NPC chose a different spell when the "ruin-a-player's-fun" Feeblemind spell IS the best choice, that's another vote for Unfair. </p><p></p><p>No big deal? A Large city might have a cleric, a cleric that might be willing to help you dependant on alignment and if the cleric feels returning an arcane caster to power constitutes a "dangerous consequence". A <em>selection</em> of 11th level clerics would take a metropolis to reliably have. The players don’t have guaranteed access to spell casters, the rules just provide a way to manage the access.</p><p></p><p><span style="font-size: 9px"><strong>Spell: </strong> The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren’t returning with the caster.</span></p><p><span style="font-size: 9px"></span></p><p><span style="font-size: 9px">In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, <u>a large city for 5th- or 6th-level spells, </u> and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells. </span></p></blockquote><p></p>
[QUOTE="frankthedm, post: 3130880, member: 1164"] Fair: Reasonable within the scope of the rules [b]and[/b] within the realities of play. If the spell is viewed as a nuclear option reserved for mutually assured destruction, that sounds like a vote for unfair. If the effect is too strong to replace the [presumably balanced] death effect gaze of a Bodak, again, a vote for unfair. If you would, as DM, hold back and have the NPC chose a different spell when the "ruin-a-player's-fun" Feeblemind spell IS the best choice, that's another vote for Unfair. No big deal? A Large city might have a cleric, a cleric that might be willing to help you dependant on alignment and if the cleric feels returning an arcane caster to power constitutes a "dangerous consequence". A [i]selection[/i] of 11th level clerics would take a metropolis to reliably have. The players don’t have guaranteed access to spell casters, the rules just provide a way to manage the access. [SIZE=1][B]Spell: [/B] The indicated amount is how much it costs to get a spellcaster to cast a spell for you. This cost assumes that you can go to the spellcaster and have the spell cast at his or her convenience (generally at least 24 hours later, so that the spellcaster has time to prepare the spell in question). If you want to bring the spellcaster somewhere to cast a spell you need to negotiate with him or her, and the default answer is no. The cost given is for a spell with no cost for a material component or focus component and no XP cost. If the spell includes a material component, add the cost of that component to the cost of the spell. If the spell has a focus component (other than a divine focus), add 1/10 the cost of that focus to the cost of the spell. If the spell has an XP cost, add 5 gp per XP lost. Furthermore, if a spell has dangerous consequences, the spellcaster will certainly require proof that you can and will pay for dealing with any such consequences (that is, assuming that the spellcaster even agrees to cast such a spell, which isn’t certain). In the case of spells that transport the caster and characters over a distance, you will likely have to pay for two castings of the spell, even if you aren’t returning with the caster. In addition, not every town or village has a spellcaster of sufficient level to cast any spell. In general, you must travel to a small town (or larger settlement) to be reasonably assured of finding a spellcaster capable of casting 1st-level spells, a large town for 2nd-level spells, a small city for 3rd- or 4th-level spells, [U]a large city for 5th- or 6th-level spells, [/U] and a metropolis for 7th- or 8th-level spells. Even a metropolis isn’t guaranteed to have a local spellcaster able to cast 9th-level spells. [/SIZE] [/QUOTE]
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Is the Feeblemind spell fair?
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