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Need some advice on spells from the miniatures handbook
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<blockquote data-quote="Felon" data-source="post: 1436986" data-attributes="member: 8158"><p>Notice that the majority of the opinions expressed don't sound like they're from people who have actually used them but rather from folks who are just eyeballing your one-sentence summaries of how they work and saying "I'd never allow that" or "I'd allow it, but I'd make it 7th level". </p><p></p><p>I've DM'ed a campaign where all of the spells from the Minis Handbook is allowed, and by and large they are both useful and balanced. Here's what experience has demonstrated: </p><p></p><p><strong>Baleful Transposition</strong>--Great spell, because it leads to some very interesting tactics. I'd be more worried about <em>web</em> being too powerful than BT.</p><p><strong>Bigby's Slapping Hand</strong>--Another good spell. I wasn't crazy about the Concentration check in place of a save, but it works out well (basically, it's a weaker variant of <em>Snake's Swiftness, Legion</em>).</p><p><strong>Curse of Impending Blades</strong>--Nobody's used it yet. It's biggest asset of course is that there's no save. I'll probably introduce it as a wand.</p><p><strong>Snake's Swiftness</strong>--Works fine. There have been no complications with messing up how initiative works or the like.</p><p><strong>Snakes Swiftness, Legion's</strong>--This one you might want to think twice about. It can hit the bad guys harder than a fireball. OTOH, it is a druid's spell, and they need something good to cast at 3rd level besides <em>Plant Growth</em>. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p></p><p></p><p>They're OK as far as I can tell.</p></blockquote><p></p>
[QUOTE="Felon, post: 1436986, member: 8158"] Notice that the majority of the opinions expressed don't sound like they're from people who have actually used them but rather from folks who are just eyeballing your one-sentence summaries of how they work and saying "I'd never allow that" or "I'd allow it, but I'd make it 7th level". I've DM'ed a campaign where all of the spells from the Minis Handbook is allowed, and by and large they are both useful and balanced. Here's what experience has demonstrated: [b]Baleful Transposition[/b]--Great spell, because it leads to some very interesting tactics. I'd be more worried about [I]web[/I] being too powerful than BT. [b]Bigby's Slapping Hand[/b]--Another good spell. I wasn't crazy about the Concentration check in place of a save, but it works out well (basically, it's a weaker variant of [I]Snake's Swiftness, Legion[/I]). [b]Curse of Impending Blades[/b]--Nobody's used it yet. It's biggest asset of course is that there's no save. I'll probably introduce it as a wand. [b]Snake's Swiftness[/b]--Works fine. There have been no complications with messing up how initiative works or the like. [b]Snakes Swiftness, Legion's[/b]--This one you might want to think twice about. It can hit the bad guys harder than a fireball. OTOH, it is a druid's spell, and they need something good to cast at 3rd level besides [I]Plant Growth[/I]. :) They're OK as far as I can tell. [/QUOTE]
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