Miniatures Handbook Spells in regular game?

~Johnny~ said:
The sudden spell feats are pretty good. For those that don't know, each one allows you to use a specific metamagic feat once per day without using up a higher-level spell slot. But having to buy two feats so my wizard can cast a maximized fireball as a third-level spell once per day doesn't seem too broken to me. Maybe it's because I'm not a min-maxer, but I'd rather spend that extra feat on something that will help the character all the time or provide greater definition to their character.

Like any ability whose main limitation is limited uses per day, the sudden metamagic feats can make for some nasty NPC's since they typically are only around for one fight. Then again, the DM has control over that aspect of the game anyway.
 
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Felon said:
Like any ability whose main limitation is limited uses per day, the sudden metamagic feats can make for some nasty NPC's since they typically are only around for one fight. Then again, the DM has control over that aspect of the game anyway.

Yes, if the DM wants to kill your PC, he will! :)

That said, it's a problem if they distort the DM's assumptions about game balance. If something makes a NPC as dangerous as a 15th level character when he's only 9th level, then accidental death is a real possibility.

Mind you, I don't think that the Sudden feats fall into that category! Sudden Maximise is the most likely to have problems, but it really just translates to a lucky roll.

In a recent swashbuckling-style campaign, where magic is outlawed, one of the PCs chose Sudden Still Spell and Sudden Silent Spell on my advice. The result? Once per day, he can cast a spell without anyone realising he did so!

That came in really handy when he used a cause fear in the middle of a Grand Ball - no-one else at the ball had a clue that it was he who caused the villain to suddenly panic! (And he was a 1st level character!)

Cheers!
 
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Some of the stuff in there, like the Mass Snake's Swiftness spell, are very breakable. IMO, if you don't play the minis game, it's not worth the money.
 

Felon said:
Know what? Chances are you heard those stories from people who just leafed through the book and rejected the content out of hand. The marshal, healer, and warmage are very specialized, but only the latter one really has an unbalancing edge over PHB base classes.
You think the warmage is overpowered? Why's that? All he can do is blow things up. No invisibility, no fly, no utility spells whatsoever - just damage. After one or two damage-dealing spells per level, anything more just isn't that helpful. What did you find overpowering about it?
 

Actually, it has more to do with the d6 hit dice, the ability to wear light (and later medium) armor and use shields, and the bonus feats he gains.

The boom-blasting mage is limited, but that sure hasn't stopped lots of players from trying to build them, usually with sorcerers. This guy's the real deal though. Having various ways to inflict damge--rays, cones, spreads, walls, touch attacks--is pretty effective.

Having said that, I actually am playing one right now in a Warhammer-world-style campaign, and the lack of utility spells certainly does suck. My PC can't even read magic or identify magic items, much less teleport. Then again, a suddenly quickened true strike followed immediately by an empowered disintegrate certainly grabs folks' attentions.
 

Sudden Metamagic is broken :( It's nice that they tried to fix the balance issues with metamagic, but this only made it worse. It lets you break the metacap. Think of the cheese you could get from scorching ray or disintegrate with this feat.
 

Don't have to think about it--I've done it! :D

Like I said in another thread, it's particularly nasty to give bad guys sudden spell feats, since they're often only fighting once per day anyway. Then again, bad guy spellcasters are often outnumbered and wind getting swamped by the good guys, so sudden metamagic just helps them get a good lick in.
 

Heck I see the warmage as weak....magic in 3.x is good at alot of things...but direct damage is one of its weaker points....they kept the same base damages from 2e, but everyones HP tripled since 2e!

A good fighter will deal alot more direct damage, more reliably , and for a longer time than any wizard or sorcerer.....

the warmage just compounds the problem...specializing in a weakness....he is like a combat diviner :D
 

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