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General Tabletop Discussion
*Pathfinder & Starfinder
Overpowered/Underpowered Spells?
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<blockquote data-quote="Merlion" data-source="post: 1570048" data-attributes="member: 10397"><p>I cant really think of any that I'd consider overpowered in and of themselves. The permanet de-magicing of magic items with Mord's Disjunction does seem a little heavy.</p><p>And I feel Divine Power and Righteous Might are over the top in the hands of the Cleric. And Miracle of course. I think a lot of Cleric stuff is overpowered, but not of itself, just in the context of the Cleric.</p><p></p><p>As for underpowered, well of course theres Cone of Cold. </p><p></p><p>Ice Storm also seems weak to me, only doing 5 dice of damage as a 4th level spell. Yea its a cylinder but that only matters if you've got enemies in the air.</p><p></p><p>The whole Fly/Overland flight thing...Overland Flight is 2 levels higher and inferior in every way save duration. and once you've got it, you've got Teleport too.</p><p></p><p>The Summon Monster spells. They need a total overhaul...most of the stuff is no more than a speedbump in combat at the level you get it. And since the spells have super short duration, using them for utility is somewhat limited. </p><p>The Summon Nature's Allies are ok now though.</p><p></p><p>Bull's Strength etc since their durations were more or less removed. Since they give Enhancement bonuses, and most people already have enhancement bonus granting items for their important ability scores. If their going to have super short durations, they need to give like morale or untyped bonuses.</p><p></p><p>Daze Monster is pretty silly. For a second level spell you daze one creature with no more than 6 HD for a single round. make it like 1d4+1 rounds and it might be worth it. Of course I have problems in general with spells like this and Sleep, and Deep Slumber, and Circle of Death that have HD limits that render them almost useless after a few levels.</p><p></p><p>Spell Turning is a bit weak for 7th level since it only effects a super narrow range of spells, and a small number of spell levels of spells.</p><p></p><p>I'm not to wild about the Acid Fog/Incendiary cloud type spells. They deal very little damage and their easy to get away from.</p><p></p><p>I have to agree that in terms of the stated benefits, Foresight has always seemed weak for 9th level to me.</p><p></p><p>And yes, Sound Burst is pretty weak..although I'm not in favor of Cleric's getting more damage ability.</p><p></p><p></p><p>theres probably others but those sort of spring to mind.</p></blockquote><p></p>
[QUOTE="Merlion, post: 1570048, member: 10397"] I cant really think of any that I'd consider overpowered in and of themselves. The permanet de-magicing of magic items with Mord's Disjunction does seem a little heavy. And I feel Divine Power and Righteous Might are over the top in the hands of the Cleric. And Miracle of course. I think a lot of Cleric stuff is overpowered, but not of itself, just in the context of the Cleric. As for underpowered, well of course theres Cone of Cold. Ice Storm also seems weak to me, only doing 5 dice of damage as a 4th level spell. Yea its a cylinder but that only matters if you've got enemies in the air. The whole Fly/Overland flight thing...Overland Flight is 2 levels higher and inferior in every way save duration. and once you've got it, you've got Teleport too. The Summon Monster spells. They need a total overhaul...most of the stuff is no more than a speedbump in combat at the level you get it. And since the spells have super short duration, using them for utility is somewhat limited. The Summon Nature's Allies are ok now though. Bull's Strength etc since their durations were more or less removed. Since they give Enhancement bonuses, and most people already have enhancement bonus granting items for their important ability scores. If their going to have super short durations, they need to give like morale or untyped bonuses. Daze Monster is pretty silly. For a second level spell you daze one creature with no more than 6 HD for a single round. make it like 1d4+1 rounds and it might be worth it. Of course I have problems in general with spells like this and Sleep, and Deep Slumber, and Circle of Death that have HD limits that render them almost useless after a few levels. Spell Turning is a bit weak for 7th level since it only effects a super narrow range of spells, and a small number of spell levels of spells. I'm not to wild about the Acid Fog/Incendiary cloud type spells. They deal very little damage and their easy to get away from. I have to agree that in terms of the stated benefits, Foresight has always seemed weak for 9th level to me. And yes, Sound Burst is pretty weak..although I'm not in favor of Cleric's getting more damage ability. theres probably others but those sort of spring to mind. [/QUOTE]
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