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<blockquote data-quote="DarkKestral" data-source="post: 2842687" data-attributes="member: 40100"><p>One thing about Exotic Spells: Monte has noted several of the exotic spells (raiment is a good example, and one that he noted) are exotic not due to power, but due to casters not normally having a reason to use them. He also suggested that if you want characters to use those, it's a good idea to simply make them complex spells, if they are of the 'working mage' type as opposed to obviously there for power reasons. As far as unique/exotic spells, I see a lot of power in the exotics, and one of the benefits of a unique spell is the difficulty of countering it (unless characters have knowledge of the effects ahead of time, there's no possibility of countering except by a dispelling attempt) so it's reasonable to put some restrictions on it. I'd remove the 'only at level 1' rule, but other than that, I'll make players pay to have the chance at essentially uncounterable spells. As far as 1st level damage spells go, they are intentionally designed to suck damage-wise, since most work from range, which is itself an advantage against the more damaging attacks of the melee-users. The low-levels that require melee are considerably more powerful. (Cluatta from the Spell Treasury comes to mind.. since it gives a 2d4+1 damage boost to staff attacks at level 1 for several minutes at a time, making a low-level mage STILL capable of dishing out as much hurt as a melee-only user) </p><p></p><p>Ehren: by my reading of the AE/AU RAW.. D&D casters will always have more unique spell lists of spells known, since AE/AU casters know all spells that they have access to in their class list. This means exotic spells are the only differences. However, there's a wide variety of spells I found useful as a 3rd level runethane, even though I only had access to the runic spells and simple spells. (Empower Rune as a 2nd level spell is a GREAT spell for the runethane, since they can power up their runes without needing to use their rune slots with one version of it) I don't see any problems with the power levels of the spells, since they aren't that much weaker than their D&D counterparts.</p><p></p><p>If you are intending to make a standard D&D caster, you'll have problems, but look closely and you'll see a lot of power in the spells listed.</p></blockquote><p></p>
[QUOTE="DarkKestral, post: 2842687, member: 40100"] One thing about Exotic Spells: Monte has noted several of the exotic spells (raiment is a good example, and one that he noted) are exotic not due to power, but due to casters not normally having a reason to use them. He also suggested that if you want characters to use those, it's a good idea to simply make them complex spells, if they are of the 'working mage' type as opposed to obviously there for power reasons. As far as unique/exotic spells, I see a lot of power in the exotics, and one of the benefits of a unique spell is the difficulty of countering it (unless characters have knowledge of the effects ahead of time, there's no possibility of countering except by a dispelling attempt) so it's reasonable to put some restrictions on it. I'd remove the 'only at level 1' rule, but other than that, I'll make players pay to have the chance at essentially uncounterable spells. As far as 1st level damage spells go, they are intentionally designed to suck damage-wise, since most work from range, which is itself an advantage against the more damaging attacks of the melee-users. The low-levels that require melee are considerably more powerful. (Cluatta from the Spell Treasury comes to mind.. since it gives a 2d4+1 damage boost to staff attacks at level 1 for several minutes at a time, making a low-level mage STILL capable of dishing out as much hurt as a melee-only user) Ehren: by my reading of the AE/AU RAW.. D&D casters will always have more unique spell lists of spells known, since AE/AU casters know all spells that they have access to in their class list. This means exotic spells are the only differences. However, there's a wide variety of spells I found useful as a 3rd level runethane, even though I only had access to the runic spells and simple spells. (Empower Rune as a 2nd level spell is a GREAT spell for the runethane, since they can power up their runes without needing to use their rune slots with one version of it) I don't see any problems with the power levels of the spells, since they aren't that much weaker than their D&D counterparts. If you are intending to make a standard D&D caster, you'll have problems, but look closely and you'll see a lot of power in the spells listed. [/QUOTE]
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