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General Tabletop Discussion
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Overpowered/Underpowered Spells?
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<blockquote data-quote="Faerl'Elghinn" data-source="post: 1580825" data-attributes="member: 17810"><p>On the contrary, I find them to be far from the bottom of the list as written when compared to similar spells in previous editions. In my opinion, people's current perspectives are vastly skewed by the original versions of the spells which, as written, had they been 3rd level spells, would have run a hard race against <em>Fireball</em> in consideration for the repertoire of many a wizard. Granted, large stat boosts are substantially less beneficial in the new rules than in earlier editions, but are still not something at which to be scoffed. </p><p></p><p>My profile of an effective spellcaster is <strong>generally</strong> one who takes his position behind the front lines, granting power to combatants in order to make them more effective, and occasionally launching an offensive spell of his own, in which case the fact that the spells are most effectively cast at the beginning of combat is less of an issue, as combatants are still free to engage immediately.</p><p></p><p>That said, I don't feel that 10 minutes per level would be excessive, as this will still often require characters to save these spells until the beginning of combat, save for the times when a large encounter is expected, at which point I feel that it is usually fair to provide PCs with ample time to prepare.</p><p></p><p>At higher levels, a longer duration can still be achieved through the Persistent Spell feat, although the spells would require 6th-level spell slots. Often, however, an effectively permanent +4 boost to an ability score would be worth the sacrifice.</p></blockquote><p></p>
[QUOTE="Faerl'Elghinn, post: 1580825, member: 17810"] On the contrary, I find them to be far from the bottom of the list as written when compared to similar spells in previous editions. In my opinion, people's current perspectives are vastly skewed by the original versions of the spells which, as written, had they been 3rd level spells, would have run a hard race against [i]Fireball[/i] in consideration for the repertoire of many a wizard. Granted, large stat boosts are substantially less beneficial in the new rules than in earlier editions, but are still not something at which to be scoffed. My profile of an effective spellcaster is [b]generally[/b] one who takes his position behind the front lines, granting power to combatants in order to make them more effective, and occasionally launching an offensive spell of his own, in which case the fact that the spells are most effectively cast at the beginning of combat is less of an issue, as combatants are still free to engage immediately. That said, I don't feel that 10 minutes per level would be excessive, as this will still often require characters to save these spells until the beginning of combat, save for the times when a large encounter is expected, at which point I feel that it is usually fair to provide PCs with ample time to prepare. At higher levels, a longer duration can still be achieved through the Persistent Spell feat, although the spells would require 6th-level spell slots. Often, however, an effectively permanent +4 boost to an ability score would be worth the sacrifice. [/QUOTE]
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