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Community
General Tabletop Discussion
*Pathfinder & Starfinder
New Spells: Seal Power, Reflect Harm, Bounce
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<blockquote data-quote="Merlion" data-source="post: 1542019" data-attributes="member: 10397"><p>How so? Spell Turning reflects death effects and mind control, Reflect Harm reflects damage. And Bounce does only one spell.</p><p></p><p>See, I have issues with Spell Turning. In previous editions, it actualy lived up to its name. It could turn most spells. In 3rd edition however, they took most of that away but left it at the same level.</p><p>Now, Spell Turning defends against the big high level threats: Save or die spells. (not even all of them though, it wont work on Disintegrate or the clerical touch attack death spells). Reflect Harm's area is the threat at lower levels...damage. but it does the same thing with damage that Spell Turning does with save or dies.</p><p>Really the more I think about it lately, Spell Turning is sort of crappy. Its 7th level, and essentially the only spell reflection spell in the PH. But it only affects a very narrow range of spells. And it only affects a certain number of spell levels of spells</p><p>The only reason its a must have is because its one of the only effective defenses mages have against Fort-save based death spells and the like.</p><p>I find the fact that it doesnt affect Rays especially silly. Although that may be because Rays should maybe be Targeted instead of Effect spells.</p><p></p><p></p><p></p><p> </p><p></p><p>Woah there! Stop and think a second! Feeblemind does worse to a PC, inflicts a penalty on their save and its PERMANENT. This spell is <em>less effective</em> against spellcasters than feeblemind, because it has a duration. However unlike feeblemind, its useful against creatures with spell like and supernatural abilities, so it evens out.</p></blockquote><p></p>
[QUOTE="Merlion, post: 1542019, member: 10397"] How so? Spell Turning reflects death effects and mind control, Reflect Harm reflects damage. And Bounce does only one spell. See, I have issues with Spell Turning. In previous editions, it actualy lived up to its name. It could turn most spells. In 3rd edition however, they took most of that away but left it at the same level. Now, Spell Turning defends against the big high level threats: Save or die spells. (not even all of them though, it wont work on Disintegrate or the clerical touch attack death spells). Reflect Harm's area is the threat at lower levels...damage. but it does the same thing with damage that Spell Turning does with save or dies. Really the more I think about it lately, Spell Turning is sort of crappy. Its 7th level, and essentially the only spell reflection spell in the PH. But it only affects a very narrow range of spells. And it only affects a certain number of spell levels of spells The only reason its a must have is because its one of the only effective defenses mages have against Fort-save based death spells and the like. I find the fact that it doesnt affect Rays especially silly. Although that may be because Rays should maybe be Targeted instead of Effect spells. Woah there! Stop and think a second! Feeblemind does worse to a PC, inflicts a penalty on their save and its PERMANENT. This spell is [I]less effective[/I] against spellcasters than feeblemind, because it has a duration. However unlike feeblemind, its useful against creatures with spell like and supernatural abilities, so it evens out. [/QUOTE]
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Community
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New Spells: Seal Power, Reflect Harm, Bounce
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