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Spells which you dont allow

Rope Trick: it makes resting too easy as mentioned. Plus, it just doesn't fit the flavor of the type of game I run.

Goodberry: Again, as mentioned it makes resting too easy. It feeds the party for a long period of time, but most importantly it doesn't fit druids in the setting I run.

Spiritual Weapon: It's strictly a flavor thing for the campaign I am running. Summoning weapons made of force just didn't fit any of the deities. Those who influence creation (as opposed to a single element) or magic as a force are not martial and would not grant such a power while the more martial deities don't influence the forces that fit spiritual weapon.
 

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root.tar said:
Are there any spells in your campaign which you dont allow?

Not really.

I run 3.0 and allow by default at least the core books plus the 5 splatbooks in every campaign (with the exception of PrCls).

None of the spells in those books are disallowed, but on several games I have house ruled some of them.

Currently, I'm nerfing Miasma (duration changed from 5 rounds/level to 5 rounds + 1/level) and Haste/Mass Haste (target is fatigued afterwards).

That's all I need at the moment. :)
 

Another vote for "none."

If you're doing it for flavor reasons or to fit your campaign theme, then I understand. Otherwise, banning spells always seemed like the GM was taking a cheap shortcut to me. If a player is smart enough to figure out the rope trick trick, then I say more power to them. It's not unbeatable - and besides, there are better ways to curb player rules-abuse. In my opinion, banning spells sets up a "them vs. you" dynamic that's not a good trend.
 

In my opinion, banning spells sets up a "them vs. you" dynamic that's not a good trend.

I don't think there's ever been a case in my current group where the players strongly disagreed with the DM about stuff like this. If something seems a bit cheap or out of place, it's generally pretty obvious. All of us are interested in what makes for the best game, not just what gives our side the most power.

The DM has the most difficult job as it is: coming up with fun/interesting adventures. If banning something like teleport makes that job easier, then everyone benefits.
 

Raise Dead and its ilk aren't allowed in my game, for flavor reasons (lots of ways to avoid death to compensate).

None of my players has mentioned Wraithstrike, but I'm ready with the "No" hammer :)

I am avoiding the older Polymorph-flavored spells in favor of the newer, more specific ones.
 

Ilium said:
I am avoiding the older Polymorph-flavored spells in favor of the newer, more specific ones.

I actually refuse to allow the newer ones, and place my own restrictions on the older ones. The newer ones seem like a good idea until you get into the nity grity details of what the polymorph school entails. The new spells and school to go with them is a poor attempt to fix a problem that is easily curbed by a dm placing restrictions on the spell(for example, simple limiting it to the MM goes a long way to balancing).

From base, I do not like the Holy Word type spell. No save CL based affect are two easily abused.

From splat books, I do not particularly care for Delay Death since it forces the DM's hand into using either dirty tatics or save or die spells to create a real sense of danger.

Those are the only that come up off the top of my head.
 

Tentative banned list for my next game:
• 2nd: Rope Trick
• 3rd: Fly
• 4th: Greater Invisibility, Polymorph
• 5th: Baleful Polymorph, Overland Flight, Raise Dead, Teleport
• 7th: Greater Teleport, Limited Wish, Resurrection
• 8th: Polymorph Any Object
• 9th: Miracle, Shapechange, Teleportation Circle, True Resurrection, Wish

Also, spells from sources other than the PH and perhaps PH2 need to be specifically approved.
 

From the PH, none.

I allow other spells on a case by case basis; the only ones that I flat-out know that I ban are most of the "let's get around SR with a Conjuration spell" type spells (orbs, I am looking at you!).
 

jeffh said:
Tentative banned list for my next game:
• 2nd: Rope Trick
• 3rd: Fly
• 4th: Greater Invisibility, Polymorph
• 5th: Baleful Polymorph, Overland Flight, Raise Dead, Teleport
• 7th: Greater Teleport, Limited Wish, Resurrection
• 8th: Polymorph Any Object
• 9th: Miracle, Shapechange, Teleportation Circle, True Resurrection, Wish

Also, spells from sources other than the PH and perhaps PH2 need to be specifically approved.

i highly suggest you leave in teleport. Few things ruin a game more then taking out fast easy travel at mid to high level. By the time your character can cast teleport they should never have to play out travel time it's not gaming it's wasting time it like a really long commercal break in your fav. TV show.
No bandits should be stupid enough to attack them by 9 level the chacter are wear magic items and just read the disciptions lighting dance acroos the surface, eye balls that move on there own, weapon bathed in hellfire, gem stones floating around their heads. It just all screams DON'T POKE THE BEAR. and high level random monster should not exist at all other wise no one could farm or leave the safty of the city wallsfor fear of random lich attacks.
D&D is not ment to be the side spliting fun that is world map travel.
as for bypassing traps few thing beat spiderclimb no one puts press plates on the wall or cealing and pit trap forget about them

P.S. if what annouys you is them fleeing the battle them give it a full round or 1 minute casting time at least entill the TPK happens becuase they couldn't get away
 

Raise Dead, Resurrection, True Resurrection
leave them alone these spells are here to help correct when DM's mess up and kill a PC.
PC are not ever suppose to premently die without the player consent. Why you might ask. simple D&D's main goal is not to challange. D&D is a game and the goal of all games is to be fun and few things are less fun as the death of a character so why make the game less fun then it has to be.
 

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