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<blockquote data-quote="Elder-Basilisk" data-source="post: 328385" data-attributes="member: 3146"><p>Oh, BTW. As it stands, I think it a superb example of a third level spell. It's actually almost overpowered. </p><p></p><p>Given enough time, it could wreak havoc against undead (Disrupt Undead. It could also be useful against low HD creatures (Daze) or light sensitive ones (Flare).</p><p></p><p>However, it's not primarily a combat spell. As a utility spell, it's very useful, enabling the caster to use dancing lights almost constantly (never ever ever underestimate the usefulness of Dancing Lights in a dungeon crawl or night fight--in many instances, the medium range category and 100 foot/round speed makes them more effective than darkvision for revealing enemies). </p><p></p><p>It also permits the constant use of mage hand and open/close which will make those spells useful standard precautions when examining containers, doors, objects, etc that might be trapped.</p><p></p><p>If you think you might be attacked (or if you can see saves in your future (for instance, if the party is poisoned), why not cast Resistance on everyone?</p><p></p><p>It can function almost like a persistent Detect Poison--which isn't good enough for a 4th level slot normally but would be very useful in trap detection and in intrigue type games.</p><p></p><p>It's also almost as good as a persistent Detect Magic--something that can be worth a 4th level spell slot in the right situations.</p><p></p><p>And on top of all that, it can become magic missile, unseen servant, mount, Shield, Tenser's Floating Disk, Expeditious Retreat, or Mage Armor if that's necessary.</p><p></p><p>As a player, most of my wizards who were past 5th or 6th level would prepare one or two of these spells. It may not be good enough to drop half to a third of my highest power artillery for (but fly and dispel magic are about the only utility spells that are--and they're more dual purpose spells than true utility spells) but it's definitely worth the third level slot.</p></blockquote><p></p>
[QUOTE="Elder-Basilisk, post: 328385, member: 3146"] Oh, BTW. As it stands, I think it a superb example of a third level spell. It's actually almost overpowered. Given enough time, it could wreak havoc against undead (Disrupt Undead. It could also be useful against low HD creatures (Daze) or light sensitive ones (Flare). However, it's not primarily a combat spell. As a utility spell, it's very useful, enabling the caster to use dancing lights almost constantly (never ever ever underestimate the usefulness of Dancing Lights in a dungeon crawl or night fight--in many instances, the medium range category and 100 foot/round speed makes them more effective than darkvision for revealing enemies). It also permits the constant use of mage hand and open/close which will make those spells useful standard precautions when examining containers, doors, objects, etc that might be trapped. If you think you might be attacked (or if you can see saves in your future (for instance, if the party is poisoned), why not cast Resistance on everyone? It can function almost like a persistent Detect Poison--which isn't good enough for a 4th level slot normally but would be very useful in trap detection and in intrigue type games. It's also almost as good as a persistent Detect Magic--something that can be worth a 4th level spell slot in the right situations. And on top of all that, it can become magic missile, unseen servant, mount, Shield, Tenser's Floating Disk, Expeditious Retreat, or Mage Armor if that's necessary. As a player, most of my wizards who were past 5th or 6th level would prepare one or two of these spells. It may not be good enough to drop half to a third of my highest power artillery for (but fly and dispel magic are about the only utility spells that are--and they're more dual purpose spells than true utility spells) but it's definitely worth the third level slot. [/QUOTE]
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