Overpowered/Underpowered Spells?

Khristos said:
Time Stop does stack... There is nothing inherantly against except personal opinion. 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

Identical spells with differeing effects do not stack
They over lap, in the same way as casting 3 fales life spells on yourself doesnt give you 4d10 +4/ leve, only the best roll.

You could cast a time stop in a time stop, but they over lap, they dont stack.

MAjere
 

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Pax said:
Maximised Timestop (via Greater Rod), followed by [Maximised Extended Incendiary Cloud (Rod) and Maximised Extend... ... t spells under the effect of Energy Substitution: Sonic, of course - pile on 12d6+48 sonic damage per round, for (say) fifty rounds, assuming 25th level characters.

Unless your opponent has sonic resistance, he's in for a WORLD of hurt (even an epic spellcaster will have some trouble with concentration checks deriving from THAT much continuing damage - an average DC of 60 plus spell level). The total damage would come to 600d6+2400; it just takes TIME, and is far more subject to energy resistance (even sonic resistance (5) will cut 40hp per round off of the damage, sadly).
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.

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.
 

Khristos said:
Time Stop does stack... There is nothing inherantly against except personal opinion. Besides DBF is for chumps a mxaimized cloudkill inside a forcecage with a dimensional lock...

Would do precisely two rounds of damage to the target, less if you felt like it.

Cloudkill rolls away from you at between 10-60 feet per round, just like Incendiary cloud.
 
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dcollins said:
For where I'm sitting, the "twisting & distorting of the rules" is the 3rd Edition move to take away the only drawbacks on these very powerful spells, without properly thinking through the changes. NPCs who never happened to get killed by teleport are a lot easier to swallow than PCs who are always in troll-form or do the scry-buff-teleport routine. The former is merely a theoretical curiousity, the latter actually breaks the game.

These things that you say "actually break the game" could well happen in 1e/2e at high levels, too. The primary difference is that 3e supports & encourages high level play and 1e/2e did not.

Those oh so 'clever' Drow elves who use Haste and Teleport are not theorectical issues IME of 1e/2e.
 

Saeviomagy said:
Would do precisely two rounds of damage to the target, less if you felt like it.

Cloudkill rolls away from you at between 10-60 feet per round, just like Incendiary cloud.


) cloudkill inside a forcecage stays inside a forcecage... it is a windowless cell the cloudkill or incendiary cloud is not a disintergrate spell and therefore may not pass... again all 6 sides are walls of force

2) we have to agree to disagree about time stop within a time stop... Until official errata is released saying the spell doesnt stack with itself there is nothing you can say that will cause me to agree with you. even that being said I cast Time stop on the last action of a time stop problem solved even for your more narrow view....

3) people should also beware of reduce person it is a handy spell for setting up devestating combos.... especially with gust of wind

4) meteor swarm can be painful if you hit with the ranged touch attacks
 

Khristos said:
) cloudkill inside a forcecage stays inside a forcecage... it is a windowless cell the cloudkill or incendiary cloud is not a disintergrate spell and therefore may not pass... again all 6 sides are walls of force

2) we have to agree to disagree about time stop within a time stop... Until official errata is released saying the spell doesnt stack with itself there is nothing you can say that will cause me to agree with you. even that being said I cast Time stop on the last action of a time stop problem solved even for your more narrow view....
...just waiting for Hong to enlighten Khristos and Pax on how large his titanium penis is, to establish beyond a shadow of a doubt that he IS the master of all he surveys.
 


silentspace said:
But you'd only double the duration. Is that worth it?

Depends on the situation. If I know that I'm about to attack something, then yeah...same rationale works behind Spell Resistance, Shield of Faith, and anything else that is 1m/cl. Obviously, I'm going to eventually upgrade to items, but between level 3 and 13, I'd rather go for an Extend Spell rod, a Ring of Counterspelling (Dispel Magic) and eventually a Bead of Karma.

At level 7, 14 minutes isn't bad. It just means that you have to go through one big encounter or two to three smaller encounters. Also, you can't sit around while the rogue searches every square inch of wall for treasure.


And generally, IMX, the PCs choose when to have encounters. Enemies rarely surprise the bad guys, and if they do, the PCs generally have the resources (and the wits) to flee.


I'm guessing that the 1min/cl buff spells see less use in games where the NPCs determine when encounters happen and/or when PCs must have encounters all day long.

In the first case, the PCs are not scouting effectively, or the DM is using NPCs who are more powerful than the PCs.

The second case arises when there is a time limit.


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Agreed, 10m/cl would probably have been better. But even at 1m/cl these spells aren't useless.
 

Majere said:
who the hell casts the new 3.5 buffs ?

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.
 

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