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Spells which you dont allow
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<blockquote data-quote="StreamOfTheSky" data-source="post: 4145866" data-attributes="member: 35909"><p>Banned:</p><p>Wraithstrike</p><p>Rope Trick</p><p>Shivering Touch</p><p>Mass Resist Energy</p><p>Enervation: Until I find how to properly nerf it, it's WAY too good for its level. Energy Drain at level 9 is ok, though.</p><p>Energy Immunity (I think that's the right name...it's level 6, in SpC)</p><p>Greater Teleport</p><p>Mage's Disjunction</p><p>Gate</p><p>All the "new" polymorph spells that last round/level -- I like polymorph being for more than just combat, and most of these spells...are stupid.</p><p>Probably some more from SpC and other non-core books I can't think of right now...</p><p></p><p>Altered:</p><p>Polymorph: Limited to original MM for selections. The Cave Troll taught me to do this. ^_^ To be fair, I also am cautious with using blatantly broken monsters, particularly from MM 3+ (I pretend 2 doesn't even exist).</p><p>Shapechange: Also limited to original MM. Thinking of making it cost a small amount of XP each use, instead of the focus. I really don't want to ban or alter the mechanics of such a fun spell.</p><p>Haste: Grants extra move action instead of extra attack. Mobile fighters and those that rely on full attacks (flurrying monks, TWF rangers, etc...) seem to like it. I think Haste in general needs a nerf to balance it with Slow, though. Maybe reduced targets. (Slow is save negates, Haste always works, for largely the same mechanical benefits).</p><p>Knock: Lets you make Open Locks check (from a Medium range, as normal) even if untrained, and adds your CL to the check. I don't like spells that make skill checks obsolete...</p><p>Wings of Cover: Only grant cover bonus to AC, not auto-protection. Still blocks line of effect for spell targeting, may need to fix that, too...</p><p>Orb spells: Are Evocations. Still no SR, have found no problem with this.</p><p>All "save or die" spells: Leave victim at -9 and bleeding. (ie, 10% chance of stabilizing in time without any help. If Warforged weren't already banned, they'd still be in danger of dying, logic be damned!)</p><p></p><p>Still working on:</p><p>Alter Self: It's just sooooo good for a level 2!</p><p>Command Undead</p></blockquote><p></p>
[QUOTE="StreamOfTheSky, post: 4145866, member: 35909"] Banned: Wraithstrike Rope Trick Shivering Touch Mass Resist Energy Enervation: Until I find how to properly nerf it, it's WAY too good for its level. Energy Drain at level 9 is ok, though. Energy Immunity (I think that's the right name...it's level 6, in SpC) Greater Teleport Mage's Disjunction Gate All the "new" polymorph spells that last round/level -- I like polymorph being for more than just combat, and most of these spells...are stupid. Probably some more from SpC and other non-core books I can't think of right now... Altered: Polymorph: Limited to original MM for selections. The Cave Troll taught me to do this. ^_^ To be fair, I also am cautious with using blatantly broken monsters, particularly from MM 3+ (I pretend 2 doesn't even exist). Shapechange: Also limited to original MM. Thinking of making it cost a small amount of XP each use, instead of the focus. I really don't want to ban or alter the mechanics of such a fun spell. Haste: Grants extra move action instead of extra attack. Mobile fighters and those that rely on full attacks (flurrying monks, TWF rangers, etc...) seem to like it. I think Haste in general needs a nerf to balance it with Slow, though. Maybe reduced targets. (Slow is save negates, Haste always works, for largely the same mechanical benefits). Knock: Lets you make Open Locks check (from a Medium range, as normal) even if untrained, and adds your CL to the check. I don't like spells that make skill checks obsolete... Wings of Cover: Only grant cover bonus to AC, not auto-protection. Still blocks line of effect for spell targeting, may need to fix that, too... Orb spells: Are Evocations. Still no SR, have found no problem with this. All "save or die" spells: Leave victim at -9 and bleeding. (ie, 10% chance of stabilizing in time without any help. If Warforged weren't already banned, they'd still be in danger of dying, logic be damned!) Still working on: Alter Self: It's just sooooo good for a level 2! Command Undead [/QUOTE]
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