Some spell questions

pemerton

Legend
I read the playtest package and had a few questions/comments about spells:

*It seems there should be ritual options for Comprehend Languages and Continual Light;

*What is going with the sand in the Sleep spell description, given that it is not listed as a requirement (in contrast say to Alarm, Continual Light and Turn Undead) - can the caster still cast if s/he has no sand?;

*Is Grease overpowered? It only takes 5 feet of movement to stand up, but then when you move you've got a good chance to fall down again (the humanoid monsters have DEX saves between +0 and +2 against a DC of 13;

*Radiant Lance seems oddly balanced against Shocking Grasp, given that the MU - with low hp and AC - could make better use of the ranged attack, and conversely Shocking Grasp's benefit only comes into play when the MU is in combat with a reasonably high AC target.​

Others' thoughts?
 

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*It seems there should be ritual options for Comprehend Languages and Continual Light;
I agree. But this isn't a final product, they probably just haven't gotten around to ritualizing everything that should be ritualized.

*What is going with the sand in the Sleep spell description, given that it is not listed as a requirement (in contrast say to Alarm, Continual Light and Turn Undead) - can the caster still cast if s/he has no sand?;
If it's not a requirement (specifically, if it's not listed under the Requirement header), it's flavor. I'd say that at the very least, the Wizard could just scoop up some dungeon-dust from the floor and make do.

*Is Grease overpowered? It only takes 5 feet of movement to stand up, but then when you move you've got a good chance to fall down again (the humanoid monsters have DEX saves between +0 and +2 against a DC of 13;
That's still a decent chance to succeed. And Grease isn't a minor spell, so it's only once per day. And it doesn't deal damage. It's a good spell, but not overpowered. Now, if you have an old-school DM that lets you set the grease on fire...

*Radiant Lance seems oddly balanced against Shocking Grasp, given that the MU - with low hp and AC - could make better use of the ranged attack, and conversely Shocking Grasp's benefit only comes into play when the MU is in combat with a reasonably high AC target.
Shocking Grasp's benefit is huge, though, and the attack roll is pretty accurate even against a high AC. It is melee as opposed to range though. And I will say that I don't like the Cleric matching the Wizard's damage, just from a thematic standpoint. Clerical magic is supposed to be subtle, not a flesh-searing light-show.
 

And I will say that I don't like the Cleric matching the Wizard's damage, just from a thematic standpoint. Clerical magic is supposed to be subtle, not a flesh-searing light-show.

I sorta agree, in that I feel Radiant Lance should be hauled out for use against supernatural targets - undead, demons, devils, enemy clerics. Against other foes, the cleric's primary weapon should be be his mace & sling.
 

*It seems there should be ritual options for Comprehend Languages and Continual Light;

I agree completely. Continual Light, as written, should be a ritual. The non-ritual version should last for 24 hours and not cost any money, IMO.

*What is going with the sand in the Sleep spell description, given that it is not listed as a requirement (in contrast say to Alarm, Continual Light and Turn Undead) - can the caster still cast if s/he has no sand?;

It's just a fancy visual effect for the spell. Spells never require material components unless they specifically state that they do.

*Is Grease overpowered? It only takes 5 feet of movement to stand up, but then when you move you've got a good chance to fall down again (the humanoid monsters have DEX saves between +0 and +2 against a DC of 13;

No, it's not overpowered. There are far worse debilitating effects than Grease. If it were any easier to resist or escape, it would be worthless.

*Radiant Lance seems oddly balanced against Shocking Grasp, given that the MU - with low hp and AC - could make better use of the ranged attack, and conversely Shocking Grasp's benefit only comes into play when the MU is in combat with a reasonably high AC target.

Shocking Grasp is, and always has been, a terrible spell, IMO. The advantage the spell offers if the target is metal or wearing medium/heavy metal armor (strangely a chain shirt doesn't count) doesn't begin to make up for the disadvantage of being melee range, which is the very last place a wizard ever wants to be.
 


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