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General Tabletop Discussion
*Pathfinder & Starfinder
spell: Feathers--unbalancing??
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<blockquote data-quote="fba827" data-source="post: 833030" data-attributes="member: 807"><p>In case anyone was still wondering, it is out of Masters of the Wild (WotC).</p><p></p><p>As for whether or not it is unbalanced... I don't have my books handy, btu I do recall looking at it closely before.. It has some limitations when compared to the general application spell of polymorph self.... polymorph self allows several possible choices for transformation, feathers is limited in that aspect (only birds). Duration is shorter (I think). And I am pretty sure it requires the others to stay within close range of the caster (but again, going from memory).</p><p></p><p>So, it is basically a specialized version of polymorph self. It has limitations (fewer applications, shorter duration) but it has the advantage of being specialized (granted, it is one of the more useful specializations).</p><p></p><p>I say it's fine...</p><p></p><p>Remember, confined spaces (or tunnels/dungeons) make it more difficult to be flying around so much... but if your campaign happens to be lots of outdoor / overland movement than, yeah, its usefulness tends to be demonstrated more often than its shortcomings.</p><p></p><p>Having said all that -- even if you do decide that it is overpowered for your campaign (maybe you do always have adventures outdoors, etc.) then now would not be a good time to "limit" the spell since the players are obviously very used to it. It would most likly be seen as nerfing something that they like. I would instead recommend that you find ways to still challenge them even if they are "feathered" -- flying enemies that give chase or combat them in the air is one way.... once they have to start dispering for tactical movements, people will move out of range. not to mention the fact that the PCs are polymorphed limits possible weapon and spell use.</p><p></p><p><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="fba827, post: 833030, member: 807"] In case anyone was still wondering, it is out of Masters of the Wild (WotC). As for whether or not it is unbalanced... I don't have my books handy, btu I do recall looking at it closely before.. It has some limitations when compared to the general application spell of polymorph self.... polymorph self allows several possible choices for transformation, feathers is limited in that aspect (only birds). Duration is shorter (I think). And I am pretty sure it requires the others to stay within close range of the caster (but again, going from memory). So, it is basically a specialized version of polymorph self. It has limitations (fewer applications, shorter duration) but it has the advantage of being specialized (granted, it is one of the more useful specializations). I say it's fine... Remember, confined spaces (or tunnels/dungeons) make it more difficult to be flying around so much... but if your campaign happens to be lots of outdoor / overland movement than, yeah, its usefulness tends to be demonstrated more often than its shortcomings. Having said all that -- even if you do decide that it is overpowered for your campaign (maybe you do always have adventures outdoors, etc.) then now would not be a good time to "limit" the spell since the players are obviously very used to it. It would most likly be seen as nerfing something that they like. I would instead recommend that you find ways to still challenge them even if they are "feathered" -- flying enemies that give chase or combat them in the air is one way.... once they have to start dispering for tactical movements, people will move out of range. not to mention the fact that the PCs are polymorphed limits possible weapon and spell use. :) [/QUOTE]
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spell: Feathers--unbalancing??
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