Relics & Rituals: Which spells are broken?

Its been a while since I used the R&R books from SSS, and where back in the early days of 3rd ed it was a great sourcebook, now I wonder which spells in those books (R&R2 had a lot) people would consider broken under 3.5 rules or just broken by themselves?

What do you folks think?
 

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I've yet to run into any spell from those books I'd call broken. Some are strong but nothing that alone conquored the game.
 

My DM looked it over and lets me use it. There may be a spell or two in there that bears examination, but we found it to be solid and we're big on powergaming. I haven't looked at it in about a year though, so take this with a grain of salt.
 

I think most of those who grouse about it are making mountains out of molehills. It was R&R2, IMO, that had the real stand-out broken spells.

Convert is one that always bothered me... simply because I figure that sort of fundamantel alteration is beyond the power of magic.

Shadow Storm is commonly derided. But it's a high level spell to begin with, so I sort of shrug that off. I could see how it might upset some campaigns, though.

Mormo's serpent hands is always one that made me go "wow", but the one time I faced my players' characters with it, they survived (with the help of some hasty CON damage healing, but still...)
 

Well, the obvious changes to durations for the buff type spells of course. Change the duration to tens of minutes instead of hours and you're good.

Also, there's a bit of repetition with the prestitigitation spell with spells like clean and such.

I've been using RR for a while and haven't noticed anything too game breaking. Just take a look at the spell and see if it replicates something in the PHB and go from there.
 

Psion said:
Shadow Storm is commonly derided. But it's a high level spell to begin with, so I sort of shrug that off. I could see how it might upset some campaigns, though.

What does that spell do that could upset a campaign? Create a huge amount of undead shadows?

That might upset Eberron where there aren't any high level clerics or paladins to run around and destroy them with turning.
 

My gaming group played extensively with the spells from R & R and found the vast majority of them to be fair and balanced. R & R 2 was another story. These were the spells that I found to be somewhat overpowered. My group got up to 12th level so I have no experience with the real high level spells.

Flame Bolt- At 9th level and less fairly balanced, at high levels though ranged touch attack is not enough to offset unlimited bolts. Errata may have fixed this though.

Sacrifice Spell- Its versality to convert unused spells into damage and d8 damage make it particularly lethal.

Sunspear- Its versality to be used for healing or damage makes it more powerful than cure spells or inflict spells. Ranged touch and no damage to halve the damage give it a big advantage over the inflict spells.
 

VirgilCaine said:
What does that spell do that could upset a campaign? Create a huge amount of undead shadows?

Um, I was thinking something more along the line of it being a great combat spell that could make the wizard more potent in combat than they already are.
 


There were a few that were sort of excessive, though I certainly like the book. In particular I recall the spell that turned the caster into his choice of werecreature for 1 day/level being broken. Also there was a spell that granted caster's level in enhancement bonus to STR. Probably a few more, but those two stick out.

Cheers,
C.
 

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