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Spellpower
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<blockquote data-quote="Technik4" data-source="post: 1054514" data-attributes="member: 7211"><p>Hopefully the Forgotten Realms Players Guide (3.5) will address certain spells (like Create Magic Tattoo). I dont have a problem with the tattoo really, except I think its a really weirdly written spell. It would be cool to have an NPC with this spell, charging a few bucks for a day's worth of powers, but if a mid/high level PC has it, why NOT blow the majority of your 2nd level spells giving people various bonuses? Of course, the ever-present dispel magic applies, but you probably weren't going to get around to casting 2nd level spells at a high level anyway. Its also weird that it is based on a craft check, and I honestly believe it needs a small material component (which is used up) or a small xp cost.</p><p></p><p>Although I think my comment is still valid that it would be more valuable to a Red Wizard with Spell Power (who is looking at ways to exploit high caster levels) rather than the average wizard.</p><p></p><p>As for the dispel magic on a +1 spellblade blade-boot, I mean come-on. If the rules didnt specifically have an easy way to bend them to say 'no' to this combo, I would personally Rule 0 it. There should not be an easy answer to a targetted Dispel Magic being cast on you. Ring of Counterspells is good for 1/day (until refilled) but that is the bar by which I would set other such abilities.</p><p></p><p>Again, it specifically states that it does not affect spells which affect an area. Since dispel magic can affect an area, logic tells us it is false <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><p></p><p>You can't be a diviner in 3.5, although yeah it probably sucks for them to. Basically its very useful for Conjurer Red Wizard, Transmuter Red Wizard, and Evoker Red Wizard. Personally I think its decent for Necromancer Red Wizard or Abjurer Red Wizard. For Enchanters and Illusionists, I'll admit that you gain practically nothing beyond the base good benefit of spells that are more difficult to dispel (including permanancies) and you have greater spell penetration. Additionally you picked up the Tattoo Focus feat which is better than Spell Focus (as it also adds to Spell Penetration) and specifically for Red Wizards, specialist defense is still very good for Enchanters and decent for Illusionists.</p><p></p><p>For the Archmage prc, I think spell-power is good for Conj/Trans/Evok/Abj but should not really be bothered with for Necro/Illus/Ench. Unfortunately, this makes spell-power on the Shadow Adept somewhat worthless. Maybe if you had a choice between Caster Level and DCs for every point of Spell Power? This would make it more useful for the "shadow" schools.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1054514, member: 7211"] Hopefully the Forgotten Realms Players Guide (3.5) will address certain spells (like Create Magic Tattoo). I dont have a problem with the tattoo really, except I think its a really weirdly written spell. It would be cool to have an NPC with this spell, charging a few bucks for a day's worth of powers, but if a mid/high level PC has it, why NOT blow the majority of your 2nd level spells giving people various bonuses? Of course, the ever-present dispel magic applies, but you probably weren't going to get around to casting 2nd level spells at a high level anyway. Its also weird that it is based on a craft check, and I honestly believe it needs a small material component (which is used up) or a small xp cost. Although I think my comment is still valid that it would be more valuable to a Red Wizard with Spell Power (who is looking at ways to exploit high caster levels) rather than the average wizard. As for the dispel magic on a +1 spellblade blade-boot, I mean come-on. If the rules didnt specifically have an easy way to bend them to say 'no' to this combo, I would personally Rule 0 it. There should not be an easy answer to a targetted Dispel Magic being cast on you. Ring of Counterspells is good for 1/day (until refilled) but that is the bar by which I would set other such abilities. Again, it specifically states that it does not affect spells which affect an area. Since dispel magic can affect an area, logic tells us it is false :). You can't be a diviner in 3.5, although yeah it probably sucks for them to. Basically its very useful for Conjurer Red Wizard, Transmuter Red Wizard, and Evoker Red Wizard. Personally I think its decent for Necromancer Red Wizard or Abjurer Red Wizard. For Enchanters and Illusionists, I'll admit that you gain practically nothing beyond the base good benefit of spells that are more difficult to dispel (including permanancies) and you have greater spell penetration. Additionally you picked up the Tattoo Focus feat which is better than Spell Focus (as it also adds to Spell Penetration) and specifically for Red Wizards, specialist defense is still very good for Enchanters and decent for Illusionists. For the Archmage prc, I think spell-power is good for Conj/Trans/Evok/Abj but should not really be bothered with for Necro/Illus/Ench. Unfortunately, this makes spell-power on the Shadow Adept somewhat worthless. Maybe if you had a choice between Caster Level and DCs for every point of Spell Power? This would make it more useful for the "shadow" schools. Technik [/QUOTE]
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