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R&R2 Spells
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<blockquote data-quote="Kaljamaha" data-source="post: 822122" data-attributes="member: 2750"><p>My group recently obtained Relics & Rituals 2. Our DM gave it to me to look over, as I am currently playng the wizard, and am generally the one who memorizes the rules, and often finds the loopholes that exist. I'm also a big believer in balance, perhaps to a fault.</p><p></p><p>Any way, on to business. Overall the spells in the book are a bit on the powerfull side (as was the case with RR), but mostly they are manageable. However, there a a couple that immediately jump out as being horribly (forgive the cliché <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) broken. For example:</p><p></p><p></p><p><em>Persistent Missiles</em></p><p></p><p>Okay, first of all there's a mistake somewhere in this spell, as the duration is concentration, and shooting the missiles is a standard action. Assuming only one of them is correct, this spell grants you the equivalent of a <em>Magic Missile</em> each round for up to round/lvl. Hmm... on second thought, that's not as horrible as I originally thought, if you make in concentration.</p><p></p><p></p><p><em>Rie's Lustful Gaze</em></p><p></p><p><em>Hold Person</em> is third level for Sor/Wiz. And this is better.</p><p></p><p></p><p><em>Scry Blast</em></p><p></p><p>This one makes me wary. Scrying is already big, at least in my campaign, and this one makes it so much more deadly. Think about casting blast spells at a sleeping party, summoning monsters on them, webbing them, etc.</p><p></p><p></p><p><em>Shocking Missile</em></p><p></p><p>I'm assuming there's a typo and it should be d8 + (lvl), NOT (d8+1) per level, as that, combined with its duration of permanent would be really bad. Consider manufacturing a couple of these for you archer buddy, even at low levels the damage they do would be staggering.</p><p></p><p></p><p><em>Stone Bolt</em></p><p></p><p>Even ignoring the obvious typo of character level that should be caster level, this spell is the bomb. Seriously, the equivalent of a Magic Missile each level, not every other, and with two secondary effects. Yes, it does have an attack roll, but how hard are those touch attacks anyway?</p><p></p><p></p><p><em>Versimilitude</em></p><p></p><p>+3 (!!!) to DCs of illusions (you know, like Shadow stuff and Phantasmal Killer), without even any expensive components. Sure, it only lasts two round if used on yourself, but thats plenty of time to wreck havoc.</p><p></p><p></p><p>So, my question is how should we change these spells, or should we just drop them altogether? It would be a pity, considering that we have the book and that it was a birthday gift to our DM. What have you who have this book done in regards to the really powerful spells in it?</p><p></p><p></p><p>K.</p></blockquote><p></p>
[QUOTE="Kaljamaha, post: 822122, member: 2750"] My group recently obtained Relics & Rituals 2. Our DM gave it to me to look over, as I am currently playng the wizard, and am generally the one who memorizes the rules, and often finds the loopholes that exist. I'm also a big believer in balance, perhaps to a fault. Any way, on to business. Overall the spells in the book are a bit on the powerfull side (as was the case with RR), but mostly they are manageable. However, there a a couple that immediately jump out as being horribly (forgive the cliché ;) ) broken. For example: [i]Persistent Missiles[/i] Okay, first of all there's a mistake somewhere in this spell, as the duration is concentration, and shooting the missiles is a standard action. Assuming only one of them is correct, this spell grants you the equivalent of a [i]Magic Missile[/i] each round for up to round/lvl. Hmm... on second thought, that's not as horrible as I originally thought, if you make in concentration. [i]Rie's Lustful Gaze[/i] [i]Hold Person[/i] is third level for Sor/Wiz. And this is better. [i]Scry Blast[/i] This one makes me wary. Scrying is already big, at least in my campaign, and this one makes it so much more deadly. Think about casting blast spells at a sleeping party, summoning monsters on them, webbing them, etc. [i]Shocking Missile[/i] I'm assuming there's a typo and it should be d8 + (lvl), NOT (d8+1) per level, as that, combined with its duration of permanent would be really bad. Consider manufacturing a couple of these for you archer buddy, even at low levels the damage they do would be staggering. [i]Stone Bolt[/i] Even ignoring the obvious typo of character level that should be caster level, this spell is the bomb. Seriously, the equivalent of a Magic Missile each level, not every other, and with two secondary effects. Yes, it does have an attack roll, but how hard are those touch attacks anyway? [i]Versimilitude[/i] +3 (!!!) to DCs of illusions (you know, like Shadow stuff and Phantasmal Killer), without even any expensive components. Sure, it only lasts two round if used on yourself, but thats plenty of time to wreck havoc. So, my question is how should we change these spells, or should we just drop them altogether? It would be a pity, considering that we have the book and that it was a birthday gift to our DM. What have you who have this book done in regards to the really powerful spells in it? K. [/QUOTE]
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