ray of enfeeblement

It quickens pretty effectively at high levels too. A Quickened Ray of Enfeeblement is one of only a few quickened spells worthy of the 5th level slot (Magic Missile is, IMO the only other such core spell).
 

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The only thing I houseruled: It doesn't work against undead. In 3.0, this wasn't a problem, but nowadays it does not allow a Fort save anymore, thus undead aren't immune anymore.
 

I got hit by this as a werebear with 34 strength, and I can tell you, -6 or so strength hurts no matter how strong you are. That's -3 to hit and -5 to damage if you're using a two handed weapon and have an even strength modifier. That's damn good for a first level spell with no save which only requires a touch attack.

Overpowered? Hmm... I don't think so... the people who are most likely to be incapacitated by this are the last people you're going to cast it at. Making the wizard lose 6 strength is a waste of a standard action, since he doesn't really need his strength anyway... I suppose if you manage to get it up to the point where it's 10-12 you could potentially make him unable to even stand.... but really, wouldn't you rather drop 10-12 strength off the fighter that's bashing your head in?

-The Souljourner
 

Good to know that people seem generally ok with it. (especially those who have figured out that it doesnt stack nor crit)

I was worried that it might be a bit over the top, but hopefully the current dm will see it your alls way ;)
 

Elder-Basilisk said:
It quickens pretty effectively at high levels too. A Quickened Ray of Enfeeblement is one of only a few quickened spells worthy of the 5th level slot (Magic Missile is, IMO the only other such core spell).

Protection from Evil, Shield or Enlarge Person are also good.

Bye
Thanee
 


Strange, from that it would seem to follow that undead couldnt use stat boosters either.. for a similar line of reasoning..
 

Thanee said:
Well, we just figured this as being no different than ability damage, concerning undead.

It's assumptions like that (penalty... damage... all the same!) that lead to -25 point penalties from illegal RoE crits ;)

-Hyp.
 

Maybe. I tend to think that Protection From Evil is better gained through the magic circle against evil spell. By the time you can quicken Prot. Evil, your Magic Circle lasts an hour and a half, protects multiple people, and is two levels lower. Not much of a contest IMO. The only time quickened protection from evil would be better is when you are ambushed in a situation where you weren't expecting combat (walking down a street, sitting down to dinner, or travelling overland).

Shield is a pretty dodgy spell to quicken since 3.5 nerfed it. It won't usually boost you into the unhittable (or even the unlikely to be hit) range of AC. And furthermore, there's not even a guarantee anyone will attack you.

Enlarge Person though. That's also worth quickening. It's still very useful at high levels and doubly so if the person you cast it on uses a reach weapon or improved trip. So there's three core 1st level sor/wiz spells worth quickening.

Thanee said:
Protection from Evil, Shield or Enlarge Person are also good.

Bye
Thanee
 

The 1d6 str + 1 per 2 levels means that this spell doesn't reach it's full potential until double-digit levels are reached. But by then, the wizard will have so many better choices to cast, it's hard to justify casting this.

At double-digit levels you often have an Empower or Lesser Maximize Rod; there's no simpler way to take an enemy tank out of the fight than to hit him for 10+ points of STR drain with no save.

Compare this with Enervation for instance; the Empowered or Maximized Enfeeblement holds up pretty well.

Anyway, I think the spell is fairly balanced by itself; I think it's very strong - perhaps too strong - when combo'ed with certain metamagics.
 

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