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Overpowered/Underpowered Spells?
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<blockquote data-quote="Li Shenron" data-source="post: 1567156" data-attributes="member: 1465"><p><em>Arcane Sight </em> It may be effectively very good with Permanency, otherwise it is not much better than Detect Magic, only easier to use.</p><p></p><p><em>Energy Immunity </em> I bet this is going to be shortened by Complete Arcane.</p><p></p><p><em>Mind Blank </em> It is a very good spell, but not game-breaking. But if you play like someone says (immunity also to divinations, including the ones which do NOT target your mind like See Invisibility) then it may be very borken.</p><p></p><p><em>Mordenkainen's Disjunction </em> The fact that it can destroy magic items is often seen as a downside of the spell (makes combat easier but blows up the treasure <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ). I don't think it's too powerful at all, but in general I don't bother much with the power of 9th-level spells because I accept the idea they can go over the top - to me it is acceptable since I don't play epic games.</p><p></p><p><em>Overland Flight </em> They key is average manouverability (Fly has good). I haven't considered this before, but since you cannot hover, then it means you have to always double-move and cannot attack or cast spells without some special feats. Of course you can if you land, but in that case your are not airborne anymore <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><em>Cone of Cold </em> Slightly underpowered. It has the same damage as 3rd level spells, but the area is about double (225%). Considering that a Widened Fireball (lv 6) has quadruple area, the Cone of Cold could have some other advantages, especially because double area is only "potentially" double target creatures.</p><p></p><p><em>Foresight</em> This spell is very open for interpretation, and those bonuses are just the granted minimum. With good DM's call you can make this a very nice and useful spell (there is actually even the risk of going too far).</p><p></p><p><em>Summon Monster I-IX</em> Well, I think too that CRs are slightly low, and in combat it rather works as a mean to delay or block the foes for a couple rounds. However, there are still some occasional uses out-of combat that make this spell more versatile than it may seem.</p><p></p><p><em>Power Word: Blind </em> , <em>Power Word: Kill </em> the whole point of Power Words is: NO SAVE! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f631.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":eek:" title="Eek! :eek:" data-smilie="9"data-shortname=":eek:" /></p></blockquote><p></p>
[QUOTE="Li Shenron, post: 1567156, member: 1465"] [I]Arcane Sight [/I] It may be effectively very good with Permanency, otherwise it is not much better than Detect Magic, only easier to use. [I]Energy Immunity [/I] I bet this is going to be shortened by Complete Arcane. [I]Mind Blank [/I] It is a very good spell, but not game-breaking. But if you play like someone says (immunity also to divinations, including the ones which do NOT target your mind like See Invisibility) then it may be very borken. [I]Mordenkainen's Disjunction [/I] The fact that it can destroy magic items is often seen as a downside of the spell (makes combat easier but blows up the treasure ;) ). I don't think it's too powerful at all, but in general I don't bother much with the power of 9th-level spells because I accept the idea they can go over the top - to me it is acceptable since I don't play epic games. [I]Overland Flight [/I] They key is average manouverability (Fly has good). I haven't considered this before, but since you cannot hover, then it means you have to always double-move and cannot attack or cast spells without some special feats. Of course you can if you land, but in that case your are not airborne anymore :) [I]Cone of Cold [/I] Slightly underpowered. It has the same damage as 3rd level spells, but the area is about double (225%). Considering that a Widened Fireball (lv 6) has quadruple area, the Cone of Cold could have some other advantages, especially because double area is only "potentially" double target creatures. [I]Foresight[/I] This spell is very open for interpretation, and those bonuses are just the granted minimum. With good DM's call you can make this a very nice and useful spell (there is actually even the risk of going too far). [I]Summon Monster I-IX[/I] Well, I think too that CRs are slightly low, and in combat it rather works as a mean to delay or block the foes for a couple rounds. However, there are still some occasional uses out-of combat that make this spell more versatile than it may seem. [I]Power Word: Blind [/I] , [I]Power Word: Kill [/I] the whole point of Power Words is: NO SAVE! :eek: [/QUOTE]
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