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General Tabletop Discussion
*Pathfinder & Starfinder
Overpowered/Underpowered Spells?
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<blockquote data-quote="Kalendraf" data-source="post: 1581196" data-attributes="member: 3433"><p>They tend to buy wands of lesser restoration just for such an emergency.</p><p></p><p></p><p>I certainly agree this is a great spell. However, my Greyhawk campaign is using Liberation of Geoff as it's campaign theme, and there aren't many casters that they face. Loads of giants and humanoids. My other campaign's cleric does usually memorize a silence for any casters they might encounter.</p><p></p><p></p><p>But only works on humanoids of medium size or smaller. Not terribly useful in either campaign at the moment as most foes usually not legal targets for this spell.</p><p></p><p></p><p>Haven't seen anyone try this. I've had enemies use it against the PC's to bust potion vials on once in a great while. The party usually doesn't want to wreck potential loot, which is probably why they shy away from this.</p><p></p><p></p><p></p><p>No arguments there. All good spells. However, the character mix in the groups is a bit different with one party having a sorceress/bard/cleric as the spellcasters and the other group having a druid/bard/cleric as the spellcasters. The clerics in both groups wind up taking the buff spells along with a mix of utility ones like silence, etc. </p><p></p><p></p><p>Spells with a 10 min/level duration seem to be long enough to last for a typical dungeon, even with a slow-moving party and taking a couple 20's along the way. Even though fights may only last a few rounds, we usually assume at least 3 to 5 minutes are spent after each encounter with looting, healing and so forth. But in a typical night, they may only have 3 to 6 encounters. Sure I can make bigger dungeons or artificially stall them somehow, but it wouldn't deter them from taking those buff spells if they have a 10 min/level duration.</p><p></p><p>With the 1 min/level these just last for 1 battle, perhaps two if they are close enough together. Players just use them for 1 or 2 battles where they are most useful. Then for the other battles they are gone.</p><p></p><p>There are other 2nd level spells with 1 min/level duration such as Blur, Levitate, etc. Think of how you use those spells in a combat situation, then apply similar thinking to the buff spells. That's how the group is using them, and they have been working fine.</p></blockquote><p></p>
[QUOTE="Kalendraf, post: 1581196, member: 3433"] They tend to buy wands of lesser restoration just for such an emergency. I certainly agree this is a great spell. However, my Greyhawk campaign is using Liberation of Geoff as it's campaign theme, and there aren't many casters that they face. Loads of giants and humanoids. My other campaign's cleric does usually memorize a silence for any casters they might encounter. But only works on humanoids of medium size or smaller. Not terribly useful in either campaign at the moment as most foes usually not legal targets for this spell. Haven't seen anyone try this. I've had enemies use it against the PC's to bust potion vials on once in a great while. The party usually doesn't want to wreck potential loot, which is probably why they shy away from this. No arguments there. All good spells. However, the character mix in the groups is a bit different with one party having a sorceress/bard/cleric as the spellcasters and the other group having a druid/bard/cleric as the spellcasters. The clerics in both groups wind up taking the buff spells along with a mix of utility ones like silence, etc. Spells with a 10 min/level duration seem to be long enough to last for a typical dungeon, even with a slow-moving party and taking a couple 20's along the way. Even though fights may only last a few rounds, we usually assume at least 3 to 5 minutes are spent after each encounter with looting, healing and so forth. But in a typical night, they may only have 3 to 6 encounters. Sure I can make bigger dungeons or artificially stall them somehow, but it wouldn't deter them from taking those buff spells if they have a 10 min/level duration. With the 1 min/level these just last for 1 battle, perhaps two if they are close enough together. Players just use them for 1 or 2 battles where they are most useful. Then for the other battles they are gone. There are other 2nd level spells with 1 min/level duration such as Blur, Levitate, etc. Think of how you use those spells in a combat situation, then apply similar thinking to the buff spells. That's how the group is using them, and they have been working fine. [/QUOTE]
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