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Rules forum "Book Club": PH spells A-O
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<blockquote data-quote="James McMurray" data-source="post: 569333" data-attributes="member: 743"><p>If we're continuining in this thread:</p><p></p><p>C:</p><p></p><p>----------</p><p></p><p>Calm Emotions. I never noticed how powerful this spell can be! You can turn a fight between your party and 15 other people into several fights between your party and one guy.</p><p></p><p>Call Lightning: Looks nice at first, but the casting time and restrictions make it a rearely used spell at best.</p><p></p><p>Change Self: Why would anyone use this when Alter Self is just one level higher. The addition of the will save to pierce the illusion makes it even worse.</p><p></p><p>Chaos Hammer (and its cousins): I really like these. The hammer's ability to stagger foes can really be nice. Of course, they are best used as spell-like abilities by outsiders, because the alignment restrictions on them onl make them useful to parties that know what they'll be fighting.</p><p></p><p>Charm X: I've seen these be really powerful in games where the DM didn't know how to handle them. In other games, they are still useful, but not as deadly as when they are considered lower-level versions of Dominate X.</p><p></p><p>Circle of Death: I've never seen this used. Its rare that 11th and 12th level characters fight big hordes of weenies, and when they do, this spell is unnecessary, as swords will have the same effect over time.</p><p></p><p>Cloak of Chaos (and its brothers): These spells rock! I never noticed them until I started using outsiders with them at will against the party. They make it harder for you to hit the guy, and try to punish you if you succeed.</p><p></p><p>Color Spray: Very nice spell for 1st level. In many ways it is much better than magic missile.</p><p></p><p>Command Plants: Why would you ever bother unless you knew you were about to fight a plant creature?</p><p></p><p>Commune: My high-level party used this all the time.</p><p></p><p>Confusion: Another highly useful spell. This really lets you disrupt large groups of enemies, possibly even causing infighting.</p><p></p><p>Contact Other Plane: Never seen this used. The possible downsides do not make up for the upsides. Especially when a party of that level will have the ability to cast Commune and/or Legend Lore.</p><p></p><p>Control Plants: Again, why?</p><p></p><p>Creeping Doom: Can be very devestating, but the full round casting time makes it hard to pull off. Also, at tat level, most foes have at least 5/+1 DR.</p><p></p><p>That's it for now. Let's not jump to the L's and O's just yet! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="James McMurray, post: 569333, member: 743"] If we're continuining in this thread: C: ---------- Calm Emotions. I never noticed how powerful this spell can be! You can turn a fight between your party and 15 other people into several fights between your party and one guy. Call Lightning: Looks nice at first, but the casting time and restrictions make it a rearely used spell at best. Change Self: Why would anyone use this when Alter Self is just one level higher. The addition of the will save to pierce the illusion makes it even worse. Chaos Hammer (and its cousins): I really like these. The hammer's ability to stagger foes can really be nice. Of course, they are best used as spell-like abilities by outsiders, because the alignment restrictions on them onl make them useful to parties that know what they'll be fighting. Charm X: I've seen these be really powerful in games where the DM didn't know how to handle them. In other games, they are still useful, but not as deadly as when they are considered lower-level versions of Dominate X. Circle of Death: I've never seen this used. Its rare that 11th and 12th level characters fight big hordes of weenies, and when they do, this spell is unnecessary, as swords will have the same effect over time. Cloak of Chaos (and its brothers): These spells rock! I never noticed them until I started using outsiders with them at will against the party. They make it harder for you to hit the guy, and try to punish you if you succeed. Color Spray: Very nice spell for 1st level. In many ways it is much better than magic missile. Command Plants: Why would you ever bother unless you knew you were about to fight a plant creature? Commune: My high-level party used this all the time. Confusion: Another highly useful spell. This really lets you disrupt large groups of enemies, possibly even causing infighting. Contact Other Plane: Never seen this used. The possible downsides do not make up for the upsides. Especially when a party of that level will have the ability to cast Commune and/or Legend Lore. Control Plants: Again, why? Creeping Doom: Can be very devestating, but the full round casting time makes it hard to pull off. Also, at tat level, most foes have at least 5/+1 DR. That's it for now. Let's not jump to the L's and O's just yet! :) [/QUOTE]
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