Relics and Rituals spells

Platnumb Dragon

First Post
I'm a big fan of the Scarred Lands books that SSS has put out, but have yet to use them in my games. I'm alittle worried about some of the spells maybe being unbalanced. My players don't play wizards and sorcerers a lot, so I guess I don't have too much to worry about. I would like to know if anyone thinks some of the spells are to unbalancing.
 

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The paladin spells seemed to be the most unbalanced of the bunch. I would recommend reviewing the spells one by one and comparing them to what's available at that level in the PHB. If you've got the time to do that, you'll get some excellent, flavorific spells for your game. If you don't, come to an understanding that the book could get yanked without notice.

Edit: btw, welcome to the boards.
 
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These spells have seen some use in my games. The paladins spells were a little strong, but the flavor they added made them worthwhile.
 

From RRI watch out for the high level spirit summoning one that drains multiple con. Also the 9th level cleric conversion spell is just wrong, don't ever hit a PC with that.
 

Comparing the spells with the ones in the PHB seems to be the smart thing to do, so thanks for the tip

I also have Magic of Faerun, and some of the stuff in there is just plain wrong. Not to name any names ( spellfire :eek: )

And thanks for welcoming me to the boards Dinkeldog
 

I wouldn't worry too much about most of the spells in R&R1. There are two in R&R2 that have yet to be fix but are BEING erratad.

Shocking bolt, change the 1d8/per level+1/per level to 1d8+1/per level and change the duration to 1 minute per level.

Stone Missiles, give them the upper level count of magic missile.
 

I've found that about half the spells in R&R are ones that I'll allow in my campaign. A lot of the rest need work to be balanced. Definitely worth comparing any given spell to a benchmark ph spell of the same class & level, imho.
 

R&R2 has some nice feats related specifically to paladins. The first is called courage which enhances your aura of courage (significantly so, if you expend a turning attempt) and the other is called mercy. If I recall, mercy increases your lay on hands ability, can remove some subdual dmg (for a turn attempt) and can eliminate the -4 penalty to subdue an enemy (again for a turn attempt).

Only tangentially related to spells, but it is actually in R&R! :)
 

the Jester said:
I've found that about half the spells in R&R are ones that I'll allow in my campaign. A lot of the rest need work to be balanced. Definitely worth comparing any given spell to a benchmark ph spell of the same class & level, imho.

Where I've found very few of them to be problem spells. So, the individual DM really needs to look them over to decide what works for their own game.
 

Platnumb Dragon said:
I would like to know if anyone thinks some of the spells are to unbalancing.

I think the possible permanent effects of Salamar's Quiet Contemplation to be a bit extreme.

I've never seen it mentioned but I think that Dragon's Breath, is closer to a 4th or 5th level spell due to it's flexibility.

Haven't encountered any others in my campaign.
 

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