Proposed Solutions to "problem" Spells

Cloudgatherer

First Post
In the thread What are the "problem" spells in 3E?, we compiled a listing of spells, their problems, and some solutions. While there is a word document available for everyone to download and view, I thought I would put the contents in a new thread to get some feedback.

Like the previous thread, I'm not looking to start a balance war. I'm only pointing out some potential problems and possible solutions. If there are several house rules for a spell, I try to provide several options, not just my personal opinion (but that is in the occaisionally).

Anyhow, here it is....(the word attachment is a "nicer" formatted version of the below)

An HTML VERSION is now available.

Problem Spells in Dungeons and Dragons, 3rd Edition
Author: jmarinko@calpoly.edu

Introduction
This document is intended to highlight potential problems and offer possible solutions for certain spells in Dungeons and Dragons, 3rd Edition (D&D 3E, 3rd Ed.). This is an unofficial commentary document that offers suggestions based on the recommendations of game designers (if available), the author, and the message board community of ENWorld (http://www.enworld.com). The spells examined here come from the Player’s Handbook (PHB) only. Supplements will not be considered, as they should be compared to the core spells. It is important the reader already have an understanding of the spells in the PHB before reading this document. As a reference, the reader may wish to refer to the System Reference Document (SRD, http://www.opengamingfoundation.org/srd.html). The spells listed below have been crossed checked against the D&D FAQ as of August 13th, 2002.

Types of Problems
There are several types of problems players and dungeon masters can have with spells when running a game. Here is a brief description of the problem classifications used in this document.

· Breaks Damage Cap: The spell breaks a suggested damage cap. Not all spells that break a damage cap will be listed.
· Debate Prone: Certain spells are just prone to debate. Spells that are Debate Prone will likely have longer explanations and suggestions.
· House Ruled: The spell is commonly house ruled.
· DM Interpretation: Spells that require interpretation in-game or over several sessions (as opposed to Vague).
· Overpowered: The spell is “great” for its level. It has advantages over spells of similar power and may need to be a higher level.
· Rules: The spell poses a possible rules problem.
· Vague: The spell is poorly or inadequately worded, leading to confusion.
· Underpowered: The spell pales in comparison to other spells of its level. There are few uses for the spell and either it needs to do more or be a lower level spell.

Spell Listing

Analyze Dweomer
Problems: House Ruled, Underpowered
Related Spells: Identify

· House Ruled: Many DMs treat this spell as a “better” identify. It reveals all the powers of the magic item of an item using a single casting.
· Underpowered: For a 6th level spell, many think it is not very impressive. Given the drawbacks (needs a 250 gp focus, Fortitude Save DC 21 or “rest” for 1d8 hours), it is a risky spell to cast. Another common house rule is to lower the level of this spell to 4th or 5th level, and/or remove/reduce the casting time and resting time for the spell.

Color Spray
Problems: Vague

· Vague: The spell does not do a good job explaining the effects. If a creature qualifies to suffer from more than one of the side effects of color spray, it suffers them all simultaneously, not one after the other. The spell uses “then” when it should have used “and.” So a 1 HD creature that fails its save is unconscious, blind, and stunned on the first round. The second round, the stun wears off, but the creature might still be blinded (depending on the 1d4 roll for blindess) and will still be unconscious (2d4 rounds).

Creeping Doom
Problem: Overpowered, Vague

· Overpowered: The spell has the damage potential of 1000 hit points (or just enough to kill) to any creature without flying or damage reduction in a single round.
o Clarifications: Since creeping doom is a conjuration (summoning) spell, the various protection spells (protection from evil, magic circle against evil, antilife shell) protect against it. Also, the last paragraph hints the bugs are relatively easy to get rid of. It may be within the rules to use a fireball to destroy the entire carpet of bugs or even some type of wind spell to move them all away.
· Vague: How the “carpet” distributes damage in its area or changes in shape as “bugs” die is not specified. Even keeping track of this information (number of bugs remaining, size of the carpet) can result in a lot of work.
o House Rule: One solution is to make this spell similar to a moveable blade barrier. The 20 by 20 foot “carpet” can be moved, and those who are overtaken by its 10 ft. of movement speed suffer damage (such as 1d6/caster level up to 15d6, 20d6 or other limit). The damage can be just like blade barrier and damage everyone in its area, or just whom the caster specifies. Damage reduction should still prevent the damage. This removes the counting bugs problem, the 1000 points damage problem, and the additional bookkeeping the original spell entails.

Discern Location
Problems: Rules
Related Spells: Mind Blank

· Rules: The spell has some “bad flavor text.” According to Skip Williams (The Sage), mind blank can foil discern location.
o Heightened Spells: As a house rule, one might allow a heightened discern location to circumvent a mind blank. As long as the discern location is heightened to a spell level higher than the opposing mind blank, then it works normally (or perhaps must overcome a DC check in the same manner as nondetection).

Enlarge
Problems: Rules
Related Spells: Reduce

· Rules: Enlarge and reduce do not follow the size rules for 3rd Edition. Creatures of smaller size are harder to hit, larger size easier to hit, yet this is not reflected in either spell. A version of the spell that works within the existing size categories would be optimal. A weaker solution would be to allow the spells to function only on objects, thereby bypassing the size rules for creatures altogether and making the spells very good for transporting heavy materials or large objects. Most players and DMs will likely not have any trouble with this spell.

Expeditious Retreat
Problems: Vague

· Vague: The spell itself is simple, yet it does not address how it interacts with other movement forms. Potential questions regarding this spell: Does a monk’s speed double? Does it work with boots of striding and springing? With fly? With natural flight? It is this author’s suggestion that the spell works only with extraordinary or mundane movement. A monk can have his speed increased, up to 100 ft. a round (double his extraordinary maximum speed), a dragon can double his flight speed, but a wizard with a fly spell cannot benefit from the spell nor can one using boots of striding and springing benefit from the spell either.

False Vision
Problems: Underpowered

· Underpowered: For a 5th level spell, False Vision has very limited functionality. The duration can cancel out Scry, but the caster would need to know exactly when to cast the spell and have the 250 gp component. Some suggested modifications to this spell include: lower level, increased duration (10 minutes/level or more), and/or remove the costly component.

Flame Arrow
Problems: Breaks Damage Cap, Overpowered

· Breaks Damage Cap/Overpowered: Despite requiring a ranged touch attack and allowing a Reflex save, flame arrow can be very abusive at higher levels. Unlike almost all other spells, flame arrow lacks a damage maximum (like fireball maxes out at 10d6).

Forcecage
Problems: Rules

· Rules: The spell says the material component is expended when the spell is prepared. However, since this is also a sorcerer spell, that poses a slight problem. A house rule would be to change the material component to be used when the spell is cast, not when the spell is prepared (as that makes no sense for sorcerers).

Gate
Problems: DM Interpretation, Overpowered
Related Spells: Summon Monster series, Summon Nature’s Ally series

· DM Interpretation/Overpowered: As a means of transportation, gate is a decent spell. As a calling spell, gate has a lot of potential for abuse, especially when compared to summon monster IX. There are some house rules to curb the power of the spell fairly easily. First, since creatures are called, and not summoned, they are “actually” present (see the difference between calling and summoning under the Conjuration school of magic in the PHB). The spellcaster should not have complete control over them. The called creatures should aid the caster, but the DM can and should prevent any abuses (ask the solar or pit fiend to cast wish, for instance). Second, called creatures can be slain, as opposed to summoned creatures that reappear somewhere later when they drop to 0 hit points or less. DMs should stress the “responsibility” of the spellcaster should the solar he gated in be slain. A deity, on some plane, is now missing a solar and the spellcaster is directly responsible.

Geas/Quest
Problems: Vague
Related Spells: Lesser Geas

· Vague: There is an important wording difference between Geas/Quest and Lesser Geas. Lesser Geas does not offer a choice; the victim must carry out the command. However, the victim of a Lesser Geas is entitled to a saving throw. Geas/Quest is worded to give the victim the option of following the order and can face the consequences. It is my opinion this is due to the fact Geas/Quest does not have a saving throw and affects creatures of any hit dice.

Gust of Wind
Problems: Underpowered
Related Spells: Wind Wall

· Underpowered: For a 3rd level spell, gust of wind leaves much to be desired compared to spells of the same level. Compared to a similar spell, wind wall, which is the same level, gust of wind is simply lacking. One house rule is to lower the spell level to 2nd.

Harm
Problems: Debate Prone, House Ruled, Overpowered
Related Spells: Heal

· Debate Prone/Overpowered: Harm sparks a lot of debate with respect to its power. The most common argument of showing it is overpowered is an 11th level cleric with either Quicken Spell, or haste active. Using a harm to reduce the opponent to 1d4 hit points, then either a quickened inflict (or from a partial action) or coordination with any party member to slay the target. While there are ways for a villain to avoid such a fate, the combination remains as an “instant-kill” if those defenses are defeated.
· House Ruled: Harm is probably one of the most commonly house ruled spells. Some suggestions for house rules (in no particular order):
o Make it a 8th, or higher, level spell.
o Limit the “damage” to a max of 10 damage per level (or similar number).
o Add a Will save for half of current hit points.
o Add a Will save for a number of hit points (4d8 + caster level, 6d8 + caster level, 6d6, etc…). This solution presents the problem of an enemy actually surviving if a saving throw is failed, or a “minimum” of 1d4 hit points can be added.
o Changes made to harm may need to be applied to heal (DM’s discretion).

Haste
Problems: Overpowered
Related Spells: Mass Haste, Slow

· Overpowered: This spell is the universal must have ability. It benefits all classes (maybe spellcasters a bit more) with an extra partial action and +4 dodge bonus to armor class. Many DMs rule this is a 4th, or higher, level spell. Others remove it from their games or leave as is. Others use a healthy dose of enemies with access to slow.

Identify
Problems: House Ruled
Related Spells: Analyze Dweomer

· House Ruled: Identify is a decent magic item identification spell, but many have problems with its drawbacks (100 gp cost, 8 hour rest required, one function discovered). The spell also becomes obsolete once analyze dweomer becomes available. There are several house rules to curb the drawbacks, and even a few that restrict access to this spell to bards only.

Knock
Problems: House Ruled

· House Ruled: Some DMs feel knock steals too much of the rogues abilities.
o House Rule: The spell itself attempts an open lock check (roll 1d20 + some competence bonus, 20 or 30).
o House Rule: The spell allows the caster to perform an open lock check without tools and a +20 (or +30) competence bonus (roll 1d20 + caster’s existing open lock bonus/penalty).
o House Rule: The spell only unlocks doors below a certain open lock DC (for example, DC 27). Additionally, a Heighten Spell could be used to increase this DC by +2 for every spell level it was raised. So a 9th level heightened knock could open a door that had an open lock DC of 41.

Meteor Swarm
Problems: Underpowered, Vague

· Underpowered: As the most powerful “blasting” spell, meteor swarm lacks in the massive damage department. It is a good damage dealer to a single creature (see below), but when one of the “patterns” is used, the damage is typically not as good as a fireball or delayed blast fireball (except for a slightly higher DC).
· Vague: A common misconception of meteor swarm is it will travel in a straight line, damaging everything in its path for 24d6 damage without a saving throw. This is only partially true. The spell “stops” similar to a fireball when it strikes a creature. The spell is unclear how it detonates, which most likely means it does not detonate at all and only damages a single creature for 24d6 without a save. There is an important “if” in meteor swarm’s description that gives it the fireball quality (damages/stops on impact).

Mind Blank
Problems: Debate Prone, Vague
Related Spells: Discern Location, Nondetection

· Debate Prone: Just discussing what this spell may or may not protect against is an open question due to the spells very vague description. At first glance, it appears mind blank may protect against all divination spells, but the classic counter argument is if the spell indeed counters true strike.
· Vague: The problem text from the spell is: “This spell protects against all mind-affecting spells and effects as well as information gathering by divination spells or effects.” The spell is a defense against divinations, notably scry and all mind-affecting spells, but what divinations do work? It is suggested, as a general rule, that “information gathering” be treated as “intelligence,” as might be used by spy organizations (surveillance, background information). For instance, legend lore would fail against a mind blanked individual since it gathers information about someone’s past, yet true strike would work normally.
o Mind Blank vs. Detect spells: By the rules, detect magic and similar spells will work against a mind blank. Blocking detect spells falls to nondetection.
o Mind Blank vs. Discern Location: Despite discern location’s flavor text, mind blank is intended to stop discern location.
o Mind Blank and Nondetection: While mind blank will not protect against true strike, it appears nondetection will, but there is a caster level check for nondetection (as for all divination spell used against nondetection).

Mirror Image
Problems: Vague

· Vague: The most common confusion with mirror image is how to play it with respect to Cleave, Great Cleave, and Whirlwind. It is valid to use Whirlwind against several images, but the popular opinion is that Cleave and Great Cleave do not work when an image is hit (and disappears). Since an opponent was not dropped and only an image was dispersed, the feat does not apply.

Negative Energy Protection
Problems: House Ruled, Rules
Related Spells: Harm, Inflict spells

· House Ruled, Rules: While the spell claims to protect against negative energy, its scope is slightly smaller: “Each time the warded creature is struck by a negative energy attack that drains levels or ability scores, it rolls 1d20 + caster level against a DC of 11 + the attacker’s HD.” Unfortunately, it does not protect against all negative energy attacks, such as from harm or the inflict spells. A common house rule is to make this spell like its counterpart in Manual of the Planes (Positive Energy Protection) and allow it to protect against all negative energy attacks.

Polymorph Self
Problems: House Ruled, Rules, Vague
Related Spells: Polymorph Any Object, Polymorph Other, Shapechange

· House Ruled: The spell is so vastly flexible that many DMs have house rules for these spells.
· Rules: The spell wording has been changed at least a couple of times, leading to confusion on how the spell should work. One of the supplements even has a “replacement” version of the spell, which is supposed to be used instead of the version in the PHB.
· Vague: There is little control over what form one can take. The spell fails to place common sense restrictions, such as what the character has seen, has detailed knowledge about, or what forms are specifically excluded (for example, undead and constructs).
o Perhaps the safest approach to this line of spells is to simply remove them from your game. Unless one has already set up some good guidelines for these spells (or have access to later versions), it is suggested they not be used as is.
o Alternatively, one change per polymorph self spell is also a common house rule.

Scry
Problems: Vague
Related Spells: Arcane Eye, Greater Scrying

· Vague: The sensor created by scry is not defined very well. It is this author’s opinion that the sensor will follow the target around, spying on it for the duration of the spell. Otherwise, one might use greater scrying and only see a room as the target leaves the room, and nothing else for the duration of the spell. Also, the spell does not address scrying a location (instead of a person). As a house rule this can be allowed as well.

Shadow Walk
Problems: Vague

· Vague: It’s not very clear, but the character(s) can jump back and forth between the Material Plane and the Plane of Shadow for the duration of the spell. Only the caster has any sort of “guidance”, and can move about freely while other creatures either wander through the Plane of Shadow or stumble back into the Material Plane.

Shield
Problems: Rules, Overpowered

· Rules: Despite eliminating “facing” in 3rd Edition, the shield spell re-introduces the concept. This spell has also gone through several clarifications, yet will likely always suffer from confusion because it uses “facing”, a concept that should not be in 3rd Edition (supposedly it was eliminated). The tower shield uses the same kind of facing rules and can have similar problems.
· Overpowered: Not only is +7 a very large armor class bonus, but it is also a cover bonus, and will stack with just about all other types of armor class bonuses. One house rule is to make shield like the Dodge feat, the +7 cover bonus only applies to one opponent. Another house rule is to allow a uniform cover bonus, lower than +7, but applies against all attacks (not just those from one direction).

Simulacrum
Problems: DM Interpretation, Vague

· DM Interpretation: Exactly what is 51-60% of a creature or character? This spell requires some guess work on the part of the DM. If the base creature is a PHB race, then just taking roughly half of the levels away might work well. For example, if a 10th level wizard uses the spell, the simulacrum looks as the wizard did at 6th level (stat wise).
· Vague: The spell does not give good guidelines regarding non-PHB races. Use best judgment; reduce resistances and such in even increments. If a creature has a resistance of 5, might as well leave it at 5 instead of dropping it down to 3.
o oHouse Rule: DMs may want to disallow certain metamagic feats from affecting simulacrum. For instance, Empower Spell would raise the percentage range from 51%-60% to 75%-90%. At Epic levels, using Improved Metamagic and Improved Spellcasting Capacity, the percentage can be pushed far above 100%. At the very least, keep an eye on how character use simulacrum with multiple metamagic feats.

Summon Monster Series
Problem: Rules, Underpowered
Related Spells: Gate, Summon Nature’s Ally series

· Rules: This series of spells suffers from a small rules problem: the creatures’ statistics are not readily available. Often a template must be applied to a creature, and unless this is worked out in advance, will only slow down game play.
· Underpowered: The creatures from this series of spells are weak, according to many players and DMs. A common argument is to compare summon monster IX to gate. An alternative approach is to set a CR or hit dice limit on the spells, as opposed to just a static list of creatures. Another option is to simply modify the creature summon lists as presented in the PHB.

Telekinesis
Problem: Debate Prone, Rules, Vague, Overpowered

· Rules/Vague/Overpowered: The “violent thrust” option of this spell is not clearly defined. There is no limit on the number of objects that can be “hurled” at a target with a “violent thrust.” A zealous player can make a “rules conclusion” that he can pick up hundreds of arrows and hurl them at his enemy (dealing 1d3 points of damage according to the Dungeon Master’s Guide). While “technically” this appears to be allowed by the spell, DMs are strongly cautioned to disallow this use due to the sheer damage potential.
o House Rule: In order to limit “violent thrust”, one house rule is to limit the number of objects thrown by caster level. A 10th level caster can hurl 10 objects at his foe, while a 20th level caster can hurl 20 objects.

Time Stop
Problems: Debate Prone, House Ruled, Overpowered, Vague
Related Spells: Haste

· Debate Prone/Overpowered/Vague: Much of the problem here is the wording of time stop itself. Believe it or not, a spellcaster can leave all those instantaneous spells hanging in the air to take effect when the spell ends. A wizard can cast time stop, throw a fireball, lightning bolt, finger of death, and all other kinds of nasty spells in the air and they all “hit” when time stop wears off. The key here is durations do not start (which includes fireball spells) until the spell ends.
· House Ruled: At or below 20th level play, time stop is really not so bad. At its worst, a character can throw 10 spells into the air (5 rounds, 1 spell/round, 1 quickened spell/round) using a simple house rule: time stop and haste do not stack. Personally, I think it should have been in time stop’s description, but it is not.
o At Epic Levels: This spell can be a problem, especially with metamagic and Improved Spellcasting Capacity. While 5 rounds of actions is not that bad, 6-15 rounds (11th level spell: twice extended time stop) can be very unbalanced (and boring for the other players). Some of the epic creatures are designed with this in mind (in my experience), but it is something for the Epic Dungeon Master to keep an eye on.
o House Rule: Another house rule is to allow damage dealing spells, such as fireball to “go off” during the time stop and instead use spells such as delayed blast fireball to “set” spells to explode when time stop wears off. By this same reasoning, spells with durations would start during the time stop as well, but an exception would be needed for haste (unless one can be hasted during a time stop).
o House Rule: The Epic Level Handbook suggests disallowing “target” spells (such as finger of death) during a time stop. At epic levels creatures have a ton of hit points, and using a fireball or meteor swarm is not that bad, but a slew of “save or die” spells can be.
 

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In general I can see how all of the above are worth addressing in some way in a campaign.

Speaking as a player who's used most of these at some time and a DM here's my additions to the list.

Players Handbook

1) Animate Objects - a) None of the larger animated creatures in the MM can be created by this spell. b) The CRs for creatures able to be created by the spell are well below the powerlevel of Summon VI or Summon Nature VI. c.) Hardness 10 is too high a requirement for a trample attack. d.) Volume calculations are difficult to judge for creatures - Is 10 cubic feet a gargantuan animated rope or a small animated filecabinet.

Possible fix:
Change the Target to: "Objects or loose matter sufficient to create an animated object of the size desired." Ignore volume limits. "This spell brings about a single Animated Object of huge size or larger. Huge at 11th caster level, Gargantuan at 15th level, and Colossal at 20th level. You may also animate two Large, three Medium, five Small, or ten Tiny. Animated Objects take sonic damage as if they were crystaline. Although it is not a summoned creature it is subject to abjurations as if it were a summoned creature. Hardness of 5 is sufficient to enable trampling attacks."

2) Creeping Doom - a) Math heavy spell requiring "bug tracking", b) vague for damage per 5x5, c) Only spell with this kind of mechanic, d) Possibly overpowered.

Personal fix:
The mass of vermin causes 8d6 damage to creatures within the area of the spell. Any DR versus melee attacks absorbs the damage. The number of vermin is irrelevant to the damage capacity of the spell and killed insects are replaced for the spell's duration. Protection from [Alignment] spells, other barriers against Summoned creatures, or damaging defensive spells keep the vermin at bay.

6) Knock - a) trumps the rogue skill pick locks b) Able to pass unlimited Pick DCs

Fix: this spell will only open Arcane Locks, or mechanical locks with an Open Locks DC of 27 or less. (In general I'm going to say magic is incapable of the precision necessary for crafting or skills with a DC higher than 25 plus the spell level. A Knock spell Heightened to 9th level could open locks with a DC of 34 or less.)
 

Thanks for the reply.

I had not gotten around to knock or creeping doom, but those have been mentioned before. I think it's the first time I've seen animate object mentioned, so I'll give that a look as well.

Anyone else care to comment?
 

6) Knock - a) trumps the rogue skill pick locks b) Able to pass unlimited Pick DCs

Fix: this spell will only open Arcane Locks, or mechanical locks with an Open Locks DC of 27 or less. (In general I'm going to say magic is incapable of the precision necessary for crafting or skills with a DC higher than 25 plus the spell level. A Knock spell Heightened to 9th level could open locks with a DC of 34 or less.)

How about having it give a +20 competence bonus to Open Locks, in addition to allowing it to be done without tools. This will allow the character to open most locks, arcane locks, and makes the spell very valuable to rogue/wizards
 

*bump*

You should email Morrus and ask for a sticky!

This document is just too darn useful of a DM/Player resource to drop into obscurity.

It would be nice if you kept it up, and eventually all the classbooks ("splatbooks") could be added to it.

Keep up the good work!
 

Zenon said:
*bump*

You should email Morrus and ask for a sticky!

This document is just too darn useful of a DM/Player resource to drop into obscurity.

It would be nice if you kept it up, and eventually all the classbooks ("splatbooks") could be added to it.

Keep up the good work!

Thanks for the praise! Not sure I deserve all of it, in my introduction I state I gathered my info from many sources (including the fine folks right here).

For now I'll bump it myself. There are still at least a few spells to add, so I'll keep it as updated as I can over the next few days.

Later!
 

I agree, Zenon (been awhile since i saw ya! How's it going?)

This is a GREAT resource, and one I'm going to attach to my House Rules webpage.
 


Updated version is now posted.

Added comments on Creeping Doom, Knock, and Telekinesis. Also, you can now view the document in HTML.

Any feedback would be great. I'm trying to keep the house rule suggestions pretty flexible and general to let DMs decide for themselves. My comments on Creeping Doom should be checked over, especially. I'm sure others have house rules for that spell.

Still need to look at Animate Objects, probably some others after I check over the other thread....

Later!
 
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What about Mordenkainen's Disjunction?

Bye
Thanee

P.S. Once you add Magic of Faerûn to the list, the size of your document will increase exponentially! :D
 

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