ashockney said:
Acid Fog - never seen this used in a game (probably because it's only 2d6 damage). It's got potential, however, because it's AoE, NO SAVE, for 1 round/level. Hmmm...
It is also great in that it affects all objcts in the area. After a few rounds, you can have your foes naked. Granted, metal's hardness will help protect it, but not forever.
Alter Self - lower level fly, same duration...water-breathing too... never caught that one. Cool.
Alter Self is definitely cool. Not as good as fly though, due tot he speed limitation.
Analyze Dweomer - why include the "physically taxing" disclaimer on this spell. It's like in game design they're making "identifying" SO hard. Why? Does this really enhance gameplay? Not in my games. When I run, our 1st level identify works more like the way they describe this 6th level spell...without the nasty side-effect. How does this work for you?
I'm thinking of integrating Monte Cook's Object Loresight into my game. Its basically a super-powerfl identify. The more times you cast it, the more info you get. It does start off with simple things like last owner's name though, so it may take you a while to learn all of an item's abilities.
Animal Shapes - boy does that spell suck! 8th level spell to transform my party into wolves? Hmmm? Or, I could creeping doom our enemies and call it a day! Yeah, I'll go with that instead.
A party transformed into Dire Weasels could kill the Tarrasque.
Animate Object - maybe it's just the version I'm reading, but isn't this a little light on guidance for the DM? Animates an object...no damage range, nothing like that? Hmmmm...
Animated objects are statted based on size in the MM. They're actually fairly weak, considering that its a 6th level spell.
Astral Projection - this spell is a whole can of worms. You could run entire campaigns around one casting of this spell.
Or
ruin entire campaigns with castings of this spell. I almost got it for a psion in my campaign, but then decided against it. Basically the party becomes immune to death or equipment destruction for a while. Then somebody finds their body and its a TPK.
For the B's.
Barkskin would be much more useful as a higher level spell with an hour per level duration. As it stands, the druid in the party casts it, but only with 4x extension, and even then it only lasts 9 hours.
Bigby's Clenched Fist, for a wizard built to have high DCs, is a serious beating.
Blade Barrier needs work (IMO). Then again, flame wars have been waged over that topic, so let's move on, shall we?
Blasphemy, Word of Chaos, Holy Word, Dictum: My players learned to their chagrine that these spells are nearly worthless to a high level party that is travelling the planes.
Bless Weapon: In my campaign, we restricted it to the paladin's personal weapon. Having a single 1st level spell that was capable of allowing the entire party to bypass DR 30/- just wasn't right.
Break Enchantment: Never seen it used outside of a plot driven necessity. But maybe that's what it was designed for?
Bull's Strength, etc.: These spells are all very useful. And they are making me contemplate disallowing stacking of Empower.