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Overpowered/Underpowered Spells?
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<blockquote data-quote="Dark Dragon" data-source="post: 1579780" data-attributes="member: 1115"><p>Correct. But <em>Blur </em> would be fine if an opponent has <em>See invisibility </em> cast or a cleric with <em>Insibility purge </em> is around.</p><p></p><p></p><p></p><p>The spell <em>Blindsight</em> has a range of 30 ft., that's not very much. A flying caster will try to keep a greater distance if possible. Tremorsense wouldn't help to detect flying creatures and to get the blindsense ability, you have to <em>shapechange</em> into a dragon, IIRC. The feat blindsight (MoW) is available only to druids.</p><p><em>Mind Blank </em> protects against EACH spell of the enchantment school, the whole day. An enchanter specialist will be quite frustated to face an enemy warded by that spell. A DM will be quite frustrated when an epic monster (say a LeShay) has no problems to charm the level 22 cleric and fighter buddies, but fails to handle the MB'ed wizzies without killing them (and even that will be not easy)</p><p></p><p></p><p></p><p>Go with <em>Protection from all Elements </em> (6th, MoW) instead of <em>Energy Immunity</em>, lasts only 10 min/caster level, but wards against all energy types like <em>Protection from Energy</em> does against one type. Or use only one <em>Energy Immunity</em> (typical against fire, but depends on the campaign). Helps in most cases. <em>Improved Invisibility </em> is not always needed, depends on the opponents. <em>Fly </em> is a must in a non-dungeon fight. </p><p></p><p></p><p></p><p><em>Invisibility Purge </em> will "uncloak" the party wizards as well under bad circumstances. But I don't consider <em>Invisibilty</em> as a problematic or overpowered spell. It's quite easy to see the foe or make him visible.</p><p></p><p></p><p></p><p>Those spells are banned in the groups I'm part of. The rule is: If a splat book is owned by a player and the DM allows its use, the spells, feats, PrCs... can be used in the game. WotC enhancements are normally not allowed, but that depends on the DM. I'd take some new monsters from WotC's web side (the Time Dragon was really nice stuff). A stronger version of <em>The Sky is Falling </em> is <em>Bombardement</em> from Magic of Faerun (druid level 8, fixed 10d8 non-energy damage in an area, Ref for half and avoid being burried), quite nice and appropriate for level 8, IMHO.</p><p></p><p></p><p></p><p>Yep, it comes down to these three or four spells to handle a MB'ed (level 8), blurring (level 3?), flying (level 3), spell turning (level 7), mirror imaged (level 2), shielded (level 1), perhaps stoneskinned and energy protected (level 3or 6)/resistant(level 2) wizard. Give him a scarab of protection (DMG) and he has a good protection against death effects.</p><p>But that's not the problem. The problem I have is, that some spells last too long. It is quite difficult to surprise a wizard with a monster that has its strength in mind attacks. Or the surprising attack of an enchanter. Or to survive in the City of Brass on the Elemental Plane of Fire without casting Energy Immunity (and having some EI in reserve). These spells can foil some good adventure hooks, and that I don't like.</p><p></p><p></p><p></p><p>A wand of <em>Glitterdust</em> needs an arcane caster, IIRC. Potions are ok, but their effect can be easily dispelled.</p></blockquote><p></p>
[QUOTE="Dark Dragon, post: 1579780, member: 1115"] Correct. But [I]Blur [/I] would be fine if an opponent has [I]See invisibility [/I] cast or a cleric with [I]Insibility purge [/I] is around. The spell [I]Blindsight[/I] has a range of 30 ft., that's not very much. A flying caster will try to keep a greater distance if possible. Tremorsense wouldn't help to detect flying creatures and to get the blindsense ability, you have to [I]shapechange[/I] into a dragon, IIRC. The feat blindsight (MoW) is available only to druids. [I]Mind Blank [/I] protects against EACH spell of the enchantment school, the whole day. An enchanter specialist will be quite frustated to face an enemy warded by that spell. A DM will be quite frustrated when an epic monster (say a LeShay) has no problems to charm the level 22 cleric and fighter buddies, but fails to handle the MB'ed wizzies without killing them (and even that will be not easy) Go with [I]Protection from all Elements [/I] (6th, MoW) instead of [I]Energy Immunity[/I], lasts only 10 min/caster level, but wards against all energy types like [I]Protection from Energy[/I] does against one type. Or use only one [I]Energy Immunity[/I] (typical against fire, but depends on the campaign). Helps in most cases. [I]Improved Invisibility [/I] is not always needed, depends on the opponents. [I]Fly [/I] is a must in a non-dungeon fight. [I]Invisibility Purge [/I] will "uncloak" the party wizards as well under bad circumstances. But I don't consider [I]Invisibilty[/I] as a problematic or overpowered spell. It's quite easy to see the foe or make him visible. Those spells are banned in the groups I'm part of. The rule is: If a splat book is owned by a player and the DM allows its use, the spells, feats, PrCs... can be used in the game. WotC enhancements are normally not allowed, but that depends on the DM. I'd take some new monsters from WotC's web side (the Time Dragon was really nice stuff). A stronger version of [I]The Sky is Falling [/I] is [I]Bombardement[/I] from Magic of Faerun (druid level 8, fixed 10d8 non-energy damage in an area, Ref for half and avoid being burried), quite nice and appropriate for level 8, IMHO. Yep, it comes down to these three or four spells to handle a MB'ed (level 8), blurring (level 3?), flying (level 3), spell turning (level 7), mirror imaged (level 2), shielded (level 1), perhaps stoneskinned and energy protected (level 3or 6)/resistant(level 2) wizard. Give him a scarab of protection (DMG) and he has a good protection against death effects. But that's not the problem. The problem I have is, that some spells last too long. It is quite difficult to surprise a wizard with a monster that has its strength in mind attacks. Or the surprising attack of an enchanter. Or to survive in the City of Brass on the Elemental Plane of Fire without casting Energy Immunity (and having some EI in reserve). These spells can foil some good adventure hooks, and that I don't like. A wand of [I]Glitterdust[/I] needs an arcane caster, IIRC. Potions are ok, but their effect can be easily dispelled. [/QUOTE]
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