Overpowered/Underpowered Spells?

Plane Sailing said:
I'm not sure - what is the point of the spell I've emphasised here? it can't be inside the forcecage while your outside it unless you have the barred version, in which case the cloudkill leaks away.

Yes it can... Read the full combinations of spells I used and it will begin to make sense (Hint specifically read projected image... hint specifically read time stop)... many other things that would promote the ability to cast it inside the cage but we can leave that for other posts.... also read the limited visibility of cloudkill and the ability to see through a wall of force...

Prismatic Sphere is my friend.... well maybe not
 

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Bauglir said:
I agree.

There is still some of this type of thing in 3e - miss chance on Teleport for example - I can't think of a DM that wouldn't fudge that if the alternative was for the BBEG to appear far enough inside solid rock to be wiped out without an encounter.
Well, who knows - maybe the PCs did avoid countless adventures against evil wizards that wanted to kill them because they simply teleported into the nearest wall instead behind the PCs back... :)
(Just because the DM didn`t write down the encounter doesn`t mean it did not happen...)
Maybe this also explains why it seems so easy for a bunch of 4 adventures to stop the next Drow invasion - the main drow forces simply always attempted to teleport somewhere and ended up in walls. :)

Mustrum Ridcully
 
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Majere said:
This is a non standard campeign.
If you follow the DMG guidlines most people will have +2 to their main stat by about 3rd or 4th level and at least +4, if not +6 by 9th-11th.

The other campaign I run, set in Greyhawk, is pretty normal in terms of wealth and items. In that campaign, characters are about 8th level, and there too, there are only a couple characters with stat boost items in the +2 range. On the other hand, they have some incredibly powerful magic items in the group - for example, the ranger has managed to obtain a Frostrband.

It really depends on what the players want to do with their wealth, and is also somewhat affected by luck. The DM item placement comes into play as well. I've had NPC's and treasures that include stat boost items, but in some cases the party just sold of the item since they wanted the money for something else. Example, two headbands of intellect have been sold because nobody really wanted them (party has a sorceress, not a wizard). Sorceress has a cloak of charisma, and the rogue has gloves of dex, but that's about it. The main fighter types have invested most of their wealth into weapons and/or armor. As a result, the cleric in that group still finds his 2nd level buff spells to be quite useful.
 

Hmm.

I my experience, Haste was even more broken in 2nd than in 3.0, perhaps mainly because we often had large groups. Double the attacks of 6 characters good with weapons, and you end with with dead stuff very quickly. While the aging meant it couldn't be used casually, it was still too good when the situation warranted its use.

And the Polymorph spells weren't used on most people because characters didn't get the monster's stats (because monsters had no stats), not because of System Shock. It's easy to see why Polymorph wasn't broken when it hardly did anything.

As for buff/scry/teleport, buffs were far less significant in 2nd, so the primary advantage of the tactic (hitting the target when fully buffed while he has nothing) is lost. Scrying, aka Magic Mirror, was far less effective then in 3.0. So why use a high risk spell for a tactic that probably won't work and doesn't do much even if it does?
 

ForceUser said:
Entangle is on my list. It's too powerful for a 1st-level spell. When you're using it to great effect verses a band of hill giants, harassing and delaying them in such a way that your group can deal with the giants one or two at a time, that's a problem. A CR 7 monster shouldn't have much difficulty dealing with a 1st-level spell.

If I were to redesign entangle, I'd make it a DC 15 Str check to escape, and I'd make it a 20-ft. radius instead of a 40-ft one. DC 20 is too high. Alternately, I'd leave the spell as-is but make it 2nd level.


If you think Entangle is tough, check out Briar Web in (not sure) either DotF or MotW. Now that is a good spell. If only Summon Swarm had a larger area, that would be one hell of a combo. ;)
 

Khristos said:
Timestop.... so broken it isnt even funny

Especially with Improved Spell Capacity and Persistent Spell... My DM won't let me do it (well, sort of- I cast it, and after a few minutes, I get persued by some uber-powerful extra-temporal creatures), but nowhere in the rules does it say I can't.

Then again, Persistent Spell is just plain broken IMO. That doesn't stop me from abusing the heck out of it, though. I'm fond of walking around with such craziness as Persistent Mass Haste, Persistent Shapechange, etc. BrrrrrrrrrrrrrrrrrrrrrrrrrrrrrrOKEN!!
 
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Kalendraf said:
The other campaign I run, set in Greyhawk, is pretty normal in terms of wealth and items. In that campaign, characters are about 8th level, and there too, there are only a couple characters with stat boost items in the +2 range. On the other hand, they have some incredibly powerful magic items in the group - for example, the ranger has managed to obtain a Frostrband.

It really depends on what the players want to do with their wealth, and is also somewhat affected by luck. The DM item placement comes into play as well. I've had NPC's and treasures that include stat boost items, but in some cases the party just sold of the item since they wanted the money for something else. Example, two headbands of intellect have been sold because nobody really wanted them (party has a sorceress, not a wizard). Sorceress has a cloak of charisma, and the rogue has gloves of dex, but that's about it. The main fighter types have invested most of their wealth into weapons and/or armor. As a result, the cleric in that group still finds his 2nd level buff spells to be quite useful.

Well aside from the intellect comment (I was refering to peoples prime stats, thust the fact people who dont need int sold a headband of int is neither here nor there) Id have to question what dsort of game you play.

If you character are in a game where they only fight for 16 minutes a day (at most), then yes the buffs look nice, and I bet your spell casters seem massively out of whack for they can dump every spell they have in just 16 minutes.

If however this isnt the case your fighters are rubbing themselves of cash:

A +2 sword costs 8.5k
A +1 weapon and +2Str costs 5.5k

A +3 sword costs 18.5k
A +2 weapon and +2str costs 12.5k

A +4 weapon costs 32.5k
A +2 weapon and +4 str costs 24.5k
A +3 weapon and +2 str costs 22.5k

If your fighters are going with straigh +'s on their weapons they arent getting the most bang for their buck.
That is true from the moment they use anything better than a +1 sword.

So:
Either your not giving out appropriate stat items (consider if they would have sold a belt of giants strength as fast as they sold the circlet of intellect).
Or your letting people boil the day down to 16 minutes of combat. Which always favours the spell castrs and makes spells seem more powerful than they are.

Majere
 

Thanee said:
@Pax: What, you don't enter a high level arena without immunity to all elements? ;) :p
Sure, go ahead - that's five sixth level spells down the tubes. And once you're observed to have them going - a disjoin on the key protection puts you back into the fire. :)

Kalendraf said:
This is exactly why 10 min/lvl is too long for these spells. When given the choice of the buff spells with a duration of 10 min/level or longer vs. other 2nd level spells, players will opt for a full set of buff spells and little or nothing else in their 2nd level spell slots. When the duration is reduced to 1 min/level, they actually start memorizing other spells as options.
Strangely enough, I've found the groups locally to be much the opposite. When the spells were 1d4+1 - and where the GM outlawed multiply-Empower-ing any spell - items were often preferred to spells. An item, if dispelled, resumes function by itself, a few rounds later - and it's benefits are predictable and reliable, to boot. OTOH, the spells were random and unreliable, and if dispelled, stayed that way.

For second level spells, I saw Melf's Acid Arrow, Web, even Glitterdust as being generally preferable to the attribute-boosters -- both for my own spellcasters, and for the PC's of those around me.

Currently, I'd have to say, that the buffs (being now reliable and predictible in their benefit) are sometimes seen as desireable choices in the earlier levels (from third to around 8th), but once +4-enhancement items become available, the spells become a lot less desireable.

I agree that one HOUR per level was too much - but one MINUTE per level is IMO way too harsh a nerf.

Khristos said:
Besides DBF is for chumps a mxaimized cloudkill inside a forcecage with a dimensional lock and a projected image silenced gives me all the time in the world to eat a sandwich while you die (I like the slow con death) sure you might get a restoration off if I miss my greater dispel counterspell..... merry christmas
Shapechange to a Golem or other construct. No more CON, no more worries. And if that Forcecage is a Barred Cage, and you stay in LOS/LOE in order to Counterspell ... you're subjet to spells cast OUT of that 'cage. If it's a solid cage, then you lose LOE, and cannot counterspell at all.

Round one, dispel the dimension lock (Disjoin works nicely for that task) and cast nondetection on yourself; then on round two cast mislead followed by a quickened lutzaen's frequent jaunt to somewhere outside the 'cage (with your illusory double appearing somewhere OTEHR than where you are - and protected form most anti-illusion defenses by the Nondetection spell ^_^).

Saeviomagy said:
Unfortunately incendiary cloud moves away from the caster at between 10 and 60 feet per round, meaning that it's only likely to work on the target for two rounds.
Except the point of origin cannot move through a solid barrier - like the edge of the Forcecage (Cubic Prison) ... ^_^

Beyond that, I'm not sure that acid fog will stack with itself... It would appear to be a case of two spells creating identical effects in the same area - IOW only the best applies. Since they're identical - it has the same effect as just casting the spell once.
So, do you only deal the better of the two damage results if someone casts Twin Fireball ... ? The spells are damage-dealing, not penalty-inducing. The speed effects would overlap (not stack), but each spell would deal it's own damage, IMO.

Kalendraf said:
In the main campaign I run, magic is slightly more rare than usual. The party is 9th level, but no one has a single stat buff item that grants more than +2 to any stat, and there's maybe only 1 or 2 such items in the entire party of 6 characters. They do have a fair mix of magic weapons and armor, just not stat buff items. For them, these spells are still good.
Not entirely germaine to the issue at hand, though. Core D&D is not, in fact, a low-magic environment - it's a high-magic environment.

In a low-magic environment, any "buff spell" becomes MUCH more valuable - and arguably, shoudl become a level or more higher, or spellcasting itself should be restricted in some way.

Faerl'Elghinn said:
Especially with Improved Spell Capacity and Persistent Spell... My DM won't let me do it (well, sort of- I cast it, and after a few minutes, I get persued by some uber-powerful extra-temporal creatures), but nowhere in the rules does it say I can't.
... which is why the Exodus immediately ruled that Timestop's true duration is INSTANTANEOUS. Nipped that abuse in the bud, but good.
 

Dark Dragon said:
...

Mind Blank (8th level): Duration (24 h) too long, 100% protection against a complete school (enchantment), plus some illusion spells.
Mordenkainen's Disjunction (9th): No fun at all: Auto-Dispel and item killer in an area.

Underpowered:

Foresight (9th level): Nice idea, but only a +2 insight bonus to AC and Ref from a level 9 spell?
Summon Monster I-IX: Some monsters have a really low CR at high levels compared to others. Equal CRs within e.g. Summon Monster IX would be fine, IMO.
Power Word: Blind (7th level): Why is it in the enchantment school? Cast Mind Blank, and that's it... Blindness/Deafness is a necromantic spell...
Power Word: Kill (9th level): See above and compare it with Wail of the Banshee (Neccromancy).

Some suggestions & comments

Mind Blank: 24 hours seems fine to me, the idea is to literally hide your mind from external influence, and for a 8th level spell, this seems about right.

Mage's Disjunction: You could always change auto-dispel to a dispel check with a bonus equal to your caster level +5 or +10 (max +30 or +35). I say give a bonus on the caster level check otherwise greater dispelling is a better option.
__________________________

Foresight: I dropped this to a 4th level spell and renamed it intuition. It's just plain silly as a 9th level spell -- moment of prescience is a much better spell at a lower level.

Summon Monster: I've been toying around with following changes
1st CR 1/2
2nd CR 1
3rd CR 2
4th CR 3-4
5th CR 5-6
6th CR 7-8
7th CR 9-10
8th CR 11-12
9th CR 13-14​

Also on this note, I have changed the planar ally/binding spells to affect CR, not HD. This nixs the whole "But I want it to have a template!" problem. Actually come to think of it, I've pretty much changed every reference from HD to CR (esp. for controlling undead--

Power Word X: Power words affect the mind, hence the enchantment school. Essentially you are commanding a creature's mind to stun, blind, or slay itself. Necromany affects directly affects a creatures life-force.
 
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Mindblank
Well, I don't think it is funny to see every wizard (and clerics with the right domain) to be immune vs. Enchantments (Power Words ... ) and many other spells (especially divinations). Put on top of it Improved Invisibility, Fly, Blur and energy protections (energy immunity for 24h).
Now he is immun to Ench., most Evo., Sneak Attacks, Melee attacks, Divinations, ...
How do you challenge this mage without magic ??? The fighter gets all the hits and can do nearly nothing. It's just stupid to have every encounter containing a magic user in order to challenge the mage.
And at some point it is nearly deadly for every other party member to travel with the mage to be challenged. Only exception may be the cleric with similar spells running.

Been there, seen that ... :\

Just my experience.
 

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