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Relics & Rituals: Which spells are broken?
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<blockquote data-quote="tf360" data-source="post: 2398995" data-attributes="member: 2105"><p>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.</p><p></p><p>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.</p><p></p><p>Sacrifice Spell- Its versality to convert unused spells into damage and d8 damage make it particularly lethal.</p><p></p><p>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.</p></blockquote><p></p>
[QUOTE="tf360, post: 2398995, member: 2105"] 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. [/QUOTE]
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Relics & Rituals: Which spells are broken?
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