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*Pathfinder & Starfinder
Rules forum "Book Club": PH spells A-O
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<blockquote data-quote="ashockney" data-source="post: 547572" data-attributes="member: 1363"><p>Here's some notes from my reading of the "A's"...</p><p></p><p>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...</p><p></p><p>Air Walk - why make such complicated rulings like this? Air speed above 20 mph can push along...</p><p></p><p>Alter Self - lower level fly, same duration...water-breathing too... never caught that one. Cool.</p><p></p><p>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?</p><p></p><p>Animal Messenger - no save, great duration. Very potentially useful...never seen it used.</p><p></p><p>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.</p><p></p><p>Animal Trance (Sleep) - ahhh...early mezz'ing is good.</p><p></p><p>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...</p><p></p><p>Anti-life Shell - dollar for dollar, one of the best spells in the game.</p><p></p><p>Anti-plant Shell - plants? PLANTS? P-L-A-N-T-S?</p><p></p><p>Arcane Mark - This would be a sweet "trigger" for a whole line of cool "defensive" or "tattoo" spells.</p><p></p><p>Astral Projection - this spell is a whole can of worms. You could run entire campaigns around one casting of this spell.</p><p></p><p>Atonement - the "redemption" element would be a great way to end a climax with a re-occuring villian.</p></blockquote><p></p>
[QUOTE="ashockney, post: 547572, member: 1363"] Here's some notes from my reading of the "A's"... 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... Air Walk - why make such complicated rulings like this? Air speed above 20 mph can push along... Alter Self - lower level fly, same duration...water-breathing too... never caught that one. Cool. 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? Animal Messenger - no save, great duration. Very potentially useful...never seen it used. 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. Animal Trance (Sleep) - ahhh...early mezz'ing is good. 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... Anti-life Shell - dollar for dollar, one of the best spells in the game. Anti-plant Shell - plants? PLANTS? P-L-A-N-T-S? Arcane Mark - This would be a sweet "trigger" for a whole line of cool "defensive" or "tattoo" spells. Astral Projection - this spell is a whole can of worms. You could run entire campaigns around one casting of this spell. Atonement - the "redemption" element would be a great way to end a climax with a re-occuring villian. [/QUOTE]
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