Relics and Rituals spells

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

Personally, I've had a much easier time with the spells from Magic of Faerun. They boosted the Bard spell lists, which it needed, while mostly just giving different energy types for the wizardly folk.

Oh, and Spellfire only looks good on paper. It's a good way to get a character to stand around in combat doing nothing.
 

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reapersaurus said:
Watch the Smite spell, if used by Clerics.

No Cleric in my mind should out-Smite a Paladin, but this spell makes them WAY better at it.

Right but if you take Mithril Knight you can smite four times a day against evil. :) I will say Smite has the disavantage of being abused BUT for the most part, it's more up to the cleric in question. I mean how many WILL go into combat IF that's not their strength?

For me, Magic of Faerun is a little much, but then I guess that's just the way things go in some campaigns.

Shadeus, you'll see more of Virtue feats, Miracle feats and Scion feats WHEN the Players Guidebooks for the Scarred Lands comes out in 2003. Think you'll like those too.

Dragon's breath though Ben-ben DAMAGES the caster TOO.
 

Nightfall said:

For me, Magic of Faerun is a little much, but then I guess that's just the way things go in some campaigns.

Dragon's breath though Ben-ben DAMAGES the caster TOO.

What do you think is too much Nightfall? Overall I much prefer the flavour of RRI to MoF.

Hmmmm, I must have missed that damage to the caster. I think I'll just stick with it doing 1D4 per level 10D4 Max.
 

A quick look at the book later...

The damage being part of the material component for Dragon's Breath has never come up in my game, because the caster is a Monte Cook Sorcerer, and has eschew components.

An argument could be made that the damage should still occur, but then it should be a set damage, not one based on caster level.
 


Crothian said:


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.

I guess I wasn't real clear in my opinion- it isn't that tons of them are problem spells (though a lot do need balancing, imho), it's just that a lot of them are very SL-specific. Some of these are easy to mod just by changing the names (Serpent Hands, f'rex).
 

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