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spells you think are the wrong level
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<blockquote data-quote="Nyeshet" data-source="post: 3072086" data-attributes="member: 18363"><p>Sigh. There are too many spells to list. When all is said and done probably a quarter of the spells in the core PHB and perhaps as many as a third to half of the spells from other WotC books are arguably the wrong level. </p><p></p><p>A lot of it, however, has to do with style of GM'ing and playing. </p><p></p><p>I, personally, think that 'raise dead' style spells and the teleportation school should all be moved up a level or two. If that removes them from typical casting level then perhaps they were too powerful for typical casting levels. </p><p></p><p>Another spell that comes to mind is Protection from Evil. There was a thread a while back trying to determine a fair cost for an item that made use of this spell with command word more or less at will (ie: just a step below continuous). It was eventually decided that for what it granted it should cost the same as a third or fourth level spell - using the cost criteria for making such an item. This suggested, in fact, that the spell itself should have been third or fourth level. (I and some others thought third level, while still others thought fourth level.)</p><p></p><p>The entire chain of alignment spells (protection from, magic circle against, shield of, word of, aura of, etc) should be moved up a couple levels, likely. </p><p></p><p>To these (teleportation spells, raise dead spells, most alignment based spells, etc) we could likely add a variety of individual spells that could - and perhaps should - be bumped up a level or two (or even three in rare instances). </p><p></p><p>Invisibility and Silence, as some have mentioned, can be remarkably powerful. Perhaps Invis spells should be bumped a single level, while Silence should be split in two - a single target (creature or object) spell requiring touch at the current level (thus limiting its usefulness against other casters while allowing for usefulness in sneaking, etc) and another spell a couple levels higher that is the ranged area effect we are familiar with. </p><p></p><p>I imagine that raw damage spells might be the easiest to assign to a level, so it shouldn't be too hard to determine whether they are fine or should be upped or downded a level. </p><p></p><p>Creation is based mostly upon worth and how long they last, I would think. </p><p></p><p>The problem, I think, likely will come with dangerous conditions that do not deal straight damage - such as stunning, nausia, blindness, encumberment (Is there a spell that encumbers a N/PC as if carrying twice or however much more weight than they are carrying?), aging, dazement, bedazzlement, sleepiness, etc. In most instances we must consider not only the usefulness of the effect, but also the probable save and DC - and who is most likely to be affected by it. A 'dominate' effect is unlikely to affect a wizard, while a 'dizziness' effect (presuming a Refl save) is unlikely to deter a rogue. And poisons, of course, are less likely to slow a fighter. </p><p></p><p>So, in the end, spells are more likely to need moving up or down a level if they involve a Condition or a Utility effect rather than straight damage - which is more readily determined on a level by level basis.</p></blockquote><p></p>
[QUOTE="Nyeshet, post: 3072086, member: 18363"] Sigh. There are too many spells to list. When all is said and done probably a quarter of the spells in the core PHB and perhaps as many as a third to half of the spells from other WotC books are arguably the wrong level. A lot of it, however, has to do with style of GM'ing and playing. I, personally, think that 'raise dead' style spells and the teleportation school should all be moved up a level or two. If that removes them from typical casting level then perhaps they were too powerful for typical casting levels. Another spell that comes to mind is Protection from Evil. There was a thread a while back trying to determine a fair cost for an item that made use of this spell with command word more or less at will (ie: just a step below continuous). It was eventually decided that for what it granted it should cost the same as a third or fourth level spell - using the cost criteria for making such an item. This suggested, in fact, that the spell itself should have been third or fourth level. (I and some others thought third level, while still others thought fourth level.) The entire chain of alignment spells (protection from, magic circle against, shield of, word of, aura of, etc) should be moved up a couple levels, likely. To these (teleportation spells, raise dead spells, most alignment based spells, etc) we could likely add a variety of individual spells that could - and perhaps should - be bumped up a level or two (or even three in rare instances). Invisibility and Silence, as some have mentioned, can be remarkably powerful. Perhaps Invis spells should be bumped a single level, while Silence should be split in two - a single target (creature or object) spell requiring touch at the current level (thus limiting its usefulness against other casters while allowing for usefulness in sneaking, etc) and another spell a couple levels higher that is the ranged area effect we are familiar with. I imagine that raw damage spells might be the easiest to assign to a level, so it shouldn't be too hard to determine whether they are fine or should be upped or downded a level. Creation is based mostly upon worth and how long they last, I would think. The problem, I think, likely will come with dangerous conditions that do not deal straight damage - such as stunning, nausia, blindness, encumberment (Is there a spell that encumbers a N/PC as if carrying twice or however much more weight than they are carrying?), aging, dazement, bedazzlement, sleepiness, etc. In most instances we must consider not only the usefulness of the effect, but also the probable save and DC - and who is most likely to be affected by it. A 'dominate' effect is unlikely to affect a wizard, while a 'dizziness' effect (presuming a Refl save) is unlikely to deter a rogue. And poisons, of course, are less likely to slow a fighter. So, in the end, spells are more likely to need moving up or down a level if they involve a Condition or a Utility effect rather than straight damage - which is more readily determined on a level by level basis. [/QUOTE]
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