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Spell Compendium: What are the "broken" spells?
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4810408" data-attributes="member: 35909"><p>Magic Missile is roughly equal to lesser orbs. d4 +1 vs. d8 damage; force vs. energy type (force can also harm ethereal ceatures, on top of being almost unresistable); auto-hit vs. ranged touch (worse overall, though it can crit); damage that can be multi-target vs. single target only; SR vs. no SR. So, magic missile does ~1 less damage and allows SR, and is just plain better in every other way. Same damage advancement, too.</p><p></p><p>The level 4 orbs, i don't have as handy a comparision, but they aren't ban-worthy, either. Definitely very strong, though. I could do this...empowered Scorching Ray deals 12d6 in two shots at CL 7 (earliest you can normally cast it) and then jumps to 18d6 in three shots at CL 11. Orbs do 1d6/level straight, until capping at 15, allow no SR, are single shot, and have a fort save vs. minor to moderately annoying 1 round debuff. Seems about even to me, orb might be overall a little more useful. Orb would seem to be only better once you reach CL 15+, to have comaparable damage. And of course, energy resistance bones scorching ray, though it also has the nice option of multi-target.</p><p></p><p>Revivify is a great spell, I personalyl would not want to ban it. But if you don't like the prevalence of raise abilities, maybe you do. I like that it allows PCs to not suffer the "death penalty." In fact, as far as I'm concerned, sicne the soul hasn't left, they're still not entirely dead, so flavor-wise it's a nice means to avoid death seeming cheap. Die, get dragged to the temple of Pelor, and have raise cast on you? Yeah, kinda cheapens death. Fall to the ground and have your pulse stop, only moments later for your ally to wrench your soul back into you and keep you from leaving the mortal world? That's badass.</p><p></p><p>I don't see why Panacea is broken. It's higher level than any of the individual spells that would cure the effects it can. It's just a nice utility spell. At very high levels, a Cleric might consider keeping one 4th level slot with it prepared is always worth it just in case, but what's so bad about that? No different than high level wizards using their low level slots for utility and buff spells.</p><p></p><p>EDIT: My problem with orb spells is that they're conjurations. Conjuration is already one of, if not the most powerful schools. And a lot of powergamers think evocation is worthless and pick it as a banned school. When conjuration can so easily compete with evocation for direct damage, it's no wonder. We made the orb spells evocations, but left them otherwise unchanged. Yes, evocations with no SR. Enjoy, Evokers! You deserve it.</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4810408, member: 35909"] Magic Missile is roughly equal to lesser orbs. d4 +1 vs. d8 damage; force vs. energy type (force can also harm ethereal ceatures, on top of being almost unresistable); auto-hit vs. ranged touch (worse overall, though it can crit); damage that can be multi-target vs. single target only; SR vs. no SR. So, magic missile does ~1 less damage and allows SR, and is just plain better in every other way. Same damage advancement, too. The level 4 orbs, i don't have as handy a comparision, but they aren't ban-worthy, either. Definitely very strong, though. I could do this...empowered Scorching Ray deals 12d6 in two shots at CL 7 (earliest you can normally cast it) and then jumps to 18d6 in three shots at CL 11. Orbs do 1d6/level straight, until capping at 15, allow no SR, are single shot, and have a fort save vs. minor to moderately annoying 1 round debuff. Seems about even to me, orb might be overall a little more useful. Orb would seem to be only better once you reach CL 15+, to have comaparable damage. And of course, energy resistance bones scorching ray, though it also has the nice option of multi-target. Revivify is a great spell, I personalyl would not want to ban it. But if you don't like the prevalence of raise abilities, maybe you do. I like that it allows PCs to not suffer the "death penalty." In fact, as far as I'm concerned, sicne the soul hasn't left, they're still not entirely dead, so flavor-wise it's a nice means to avoid death seeming cheap. Die, get dragged to the temple of Pelor, and have raise cast on you? Yeah, kinda cheapens death. Fall to the ground and have your pulse stop, only moments later for your ally to wrench your soul back into you and keep you from leaving the mortal world? That's badass. I don't see why Panacea is broken. It's higher level than any of the individual spells that would cure the effects it can. It's just a nice utility spell. At very high levels, a Cleric might consider keeping one 4th level slot with it prepared is always worth it just in case, but what's so bad about that? No different than high level wizards using their low level slots for utility and buff spells. EDIT: My problem with orb spells is that they're conjurations. Conjuration is already one of, if not the most powerful schools. And a lot of powergamers think evocation is worthless and pick it as a banned school. When conjuration can so easily compete with evocation for direct damage, it's no wonder. We made the orb spells evocations, but left them otherwise unchanged. Yes, evocations with no SR. Enjoy, Evokers! You deserve it. [/QUOTE]
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