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Rules forum "Book Club": PH spells A-O
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<blockquote data-quote="ashockney" data-source="post: 580606" data-attributes="member: 1363"><p><strong>The D's</strong></p><p></p><p>Daze - one of the best cantrips</p><p></p><p>Death Knell - very restricted use for limited return.</p><p></p><p>Deathward - absolute must-have spell, but in a TOUGH level for spells. It's tough to know when to cast this spell, because the duration is only 10 min/lvl. Not enough to be up "all the time".</p><p></p><p>Delay Poison - makes you immune for up to 1 hr/lvl, that's pretty darn good, and more along the lines of how I'd like to see Deathward</p><p></p><p>Delayed Blast - did we ever get an offical confirmation? 1d8/lvl (15d8 max) or 1d6/lvl (20d6 max)? This is right in those in-between levels. The delayed effect is much better for DM's than players, with the exception of Timestop.</p><p></p><p>Destruction - excellent spell, I like Andy Collin's suggested amendment</p><p></p><p>Detect Animals/Plants/Evil/Secret Doors - They made these spells much better than I had realized. Very usable for their level.</p><p></p><p>Detect Scrying - very effective. I'm not sure that I like how this becomes a "required" spell to be cast everyday by almost all PC's...could this be a a better skill?</p><p></p><p>Detect Snares and Pits - hmmm...no thanks.</p><p></p><p>Detect Undead - redundant with Detect Evil for Clr and Pal? </p><p></p><p>All Detect Spells - there are a number of opportunities for a competence bonus to skill checks with this line of spells such as Wilderness Lore (Track), Spot, Listen, Sense Motive, Search (Find Traps), etc.</p><p></p><p>Dimensional Anchor - what a great spell</p><p></p><p>Diminish Plants - ummm...heh. Ok.</p><p></p><p>Discern Lies - another spell that should go away. It can be gotten around, but not by the perpetrator. The ramifications of such a spell are mind-boggling.</p><p></p><p>Discern Location - this spell is devastating. Find anyone, anywhere, no save, no SR, no form of prevention from scrying will overcome it. Whew!</p><p></p><p>Distintegration - great spell. I like Andy Collins' version even better (deals 20d6+1d6/lvl with a failed save).</p><p></p><p>Dismissal - this spell needs the requirement that the creature can't return for 1 day, 1 week, 1 month, or 1 year. Otherwise, this spell seems pretty useless, particularly with the weird saving throw (add creatures HD, subtract your level).</p><p></p><p>Dispel Evil - Could you "counter-spell" with the dispel magic effect from dispel evil?</p><p></p><p>Displacement - no somatic component, never caught that. Very nice.</p><p></p><p>Disrupt Undead - nice cantrip</p><p></p><p>Divine Favor - excellent spell. I wish they made all "range" personal spells unable to be made a part of magic items (or perhaps could only be activated by that class). Quickened, and combined with Divine Power, you're a melee machine.</p><p></p><p>Divine Power - awesome.</p><p></p><p>Doom - A -2 is not very relevant beyond around 5th level.</p><p></p><p>Dream - very cool role-playing options</p></blockquote><p></p>
[QUOTE="ashockney, post: 580606, member: 1363"] [b]The D's[/b] Daze - one of the best cantrips Death Knell - very restricted use for limited return. Deathward - absolute must-have spell, but in a TOUGH level for spells. It's tough to know when to cast this spell, because the duration is only 10 min/lvl. Not enough to be up "all the time". Delay Poison - makes you immune for up to 1 hr/lvl, that's pretty darn good, and more along the lines of how I'd like to see Deathward Delayed Blast - did we ever get an offical confirmation? 1d8/lvl (15d8 max) or 1d6/lvl (20d6 max)? This is right in those in-between levels. The delayed effect is much better for DM's than players, with the exception of Timestop. Destruction - excellent spell, I like Andy Collin's suggested amendment Detect Animals/Plants/Evil/Secret Doors - They made these spells much better than I had realized. Very usable for their level. Detect Scrying - very effective. I'm not sure that I like how this becomes a "required" spell to be cast everyday by almost all PC's...could this be a a better skill? Detect Snares and Pits - hmmm...no thanks. Detect Undead - redundant with Detect Evil for Clr and Pal? All Detect Spells - there are a number of opportunities for a competence bonus to skill checks with this line of spells such as Wilderness Lore (Track), Spot, Listen, Sense Motive, Search (Find Traps), etc. Dimensional Anchor - what a great spell Diminish Plants - ummm...heh. Ok. Discern Lies - another spell that should go away. It can be gotten around, but not by the perpetrator. The ramifications of such a spell are mind-boggling. Discern Location - this spell is devastating. Find anyone, anywhere, no save, no SR, no form of prevention from scrying will overcome it. Whew! Distintegration - great spell. I like Andy Collins' version even better (deals 20d6+1d6/lvl with a failed save). Dismissal - this spell needs the requirement that the creature can't return for 1 day, 1 week, 1 month, or 1 year. Otherwise, this spell seems pretty useless, particularly with the weird saving throw (add creatures HD, subtract your level). Dispel Evil - Could you "counter-spell" with the dispel magic effect from dispel evil? Displacement - no somatic component, never caught that. Very nice. Disrupt Undead - nice cantrip Divine Favor - excellent spell. I wish they made all "range" personal spells unable to be made a part of magic items (or perhaps could only be activated by that class). Quickened, and combined with Divine Power, you're a melee machine. Divine Power - awesome. Doom - A -2 is not very relevant beyond around 5th level. Dream - very cool role-playing options [/QUOTE]
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