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Miniatures Handbook Spells in regular game?
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<blockquote data-quote="Felon" data-source="post: 1441047" data-attributes="member: 8158"><p>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. </p><p></p><p>As for swift actions, the important thing to realize is that A) they're just free actions that have a hard limit of only one per round, and B) most if not all swift spells have a duration of 1 round (or "instantaneous"). You can cast <em>fly</em> or <em>invisibility</em> as a free action, have the rest of the round to do something, then at the start of your next round the spell's over. No big whoop really.</p><p></p><p>The one thing to keep in mind about the Mini Handbook spells is that they are designed expressly for combat efficiency, not exploration or investigation or to make trekking through the wilderness easier.</p></blockquote><p></p>
[QUOTE="Felon, post: 1441047, member: 8158"] 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. As for swift actions, the important thing to realize is that A) they're just free actions that have a hard limit of only one per round, and B) most if not all swift spells have a duration of 1 round (or "instantaneous"). You can cast [I]fly[/I] or [I]invisibility[/I] as a free action, have the rest of the round to do something, then at the start of your next round the spell's over. No big whoop really. The one thing to keep in mind about the Mini Handbook spells is that they are designed expressly for combat efficiency, not exploration or investigation or to make trekking through the wilderness easier. [/QUOTE]
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Miniatures Handbook Spells in regular game?
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