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<blockquote data-quote="Dandu" data-source="post: 5833821" data-attributes="member: 85158"><p>A large amount of monster manual creatures would have some or all of the above, iirc.</p><p></p><p></p><p>Greenfield, don't take this the wrong, way, but a badly made monk could be killed by Magic Missile. This does not make Magic Missile overpowered.</p><p></p><p>Also, the monk does get to Dimension Door the next level, which would enable him to escape. Clerics have Freedom of Movement (magical wind sure sounds like a magical impediment to movement), and can also obtain DR through certain spells (Visage of the Deity iirc). The Rogue/Wizard can get teleporation through a wand or learning the spell - the fact that he has not done this says more about his planning abilities than the power level of Sandstorm. The Cleric/Mage/Mystic Theurge is a terrible build power wise, so the fact that he has trouble against Sandstorm really shouldn't surprise anyone because MT builds often don't have the spells of the right level available. As for the fighter, eh. Level adjustment on top of a poor class with no real class features... what do you expect?</p><p></p><p>So unless you're saying that Sandstorm is too overpowered because badly build characters are devastated by it, I'd advise we drop that line of reasoning.</p><p></p><p>Now, if we go through the Monster Manual and search for CR 10 monsters, we get this list:</p><p></p><p>Animated Object, Colossal (Hardness of more than 3 - not going to be damaged by 1d3 damage/round)</p><p>Brass Dragon, Young adult (DR 5/Magic)</p><p>Couatl (Ethereal Jaunt)</p><p>Cryohydra, Nine-Headed (Fast healing 9)</p><p>Demon, Bebilith (DR 10/good)</p><p>Formian Myrmarch (Fast healing 2, the same damage that Sandstorm inflicts per round)</p><p>Giant, Fire (nothing)</p><p>Golem, Clay (DR 10/adamantine and bludgeoning)</p><p>Hydra, Eleven-Headed (fast healing 21)</p><p>Monstrous Scorpion, Gargantuan (nothing)</p><p>Naga, Guardian (the default spell list has some healing spells but no teleporation, however, they can cast as 9th level sorcerers with access to the cleric spell list, so it is possible for them to teleport)</p><p>Pyrohydra, Nine-Headed (fast healing 9)</p><p>Rakshasa (DR 15/good and piercing)</p><p>Red Dragon, Juvenile (nothing)</p><p>Salamander, Noble (DR 15/magic)</p><p>Silver Dragon, Juvenile (nothing)</p><p>White Dragon, Adult (Dr 5/magic)</p><p></p><p>Sandstorm is better than Control Winds on 5 out of 17 monsters at CR 10. That's not a lot. This is, in essence, why I don't consider Sandstorm to be very powerful unless you just want to dick around with a city - and if that's the case, you can just Control Winds and send Dorothy to Oz.</p><p></p><p></p><p></p><p>I acknowledge that it is very efficient at what it does. However, I consider what it does to be insignificant. I guess this is a legitimate divergence in our point of view. The ability to wreck buildings and slay the citizens in a city district is probably too much for your games. In mine, I don't start worrying until someone uses Planar Binding (6th level Sor/Wiz) to call a genie and gain 3 wishes.</p><p></p><p></p><p>Ever hear of the Great London Fire of 1666? It consumed 13,200 houses, 87 parish churches, St. Paul's Cathedral and most of the buildings of the City authorities.</p><p></p><p>Or the Great Chicago Fire of 1871, which killing hundred and destroyed about 3.3 square miles in Chicago?</p><p></p><p>Wikipedia has quite the list of<a href="http://en.wikipedia.org/wiki/List_of_fires" target="_blank"> great fires</a> that were not in fact put out by the citizenry. In the medieval period, which is about when D&D is supposed to take place, London had two Great Fires, both of which devastated a bit more than an 440 radius area.</p><p></p><p>As an aside, if I was a level 12 Sorcerer and wanted to slay a city block, I think I would be able to do it perfectly well without Sandstorm. Other than the obvious method of using Planar Binding, I would stand by tactical fireballing as a reliable means of making a city burn (historical justifications having been previously mentioned), and casting Enervation on a 1 HD commoner and waiting for him to turn into a wight and then have a wight army expand geometrically from that point on (because that is what happens when you get hit by <a href="http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels" target="_blank">negative levels</a> and turned into a <a href="http://www.d20srd.org/srd/monsters/wight.htm" target="_blank">wight</a>).</p></blockquote><p></p>
[QUOTE="Dandu, post: 5833821, member: 85158"] A large amount of monster manual creatures would have some or all of the above, iirc. Greenfield, don't take this the wrong, way, but a badly made monk could be killed by Magic Missile. This does not make Magic Missile overpowered. Also, the monk does get to Dimension Door the next level, which would enable him to escape. Clerics have Freedom of Movement (magical wind sure sounds like a magical impediment to movement), and can also obtain DR through certain spells (Visage of the Deity iirc). The Rogue/Wizard can get teleporation through a wand or learning the spell - the fact that he has not done this says more about his planning abilities than the power level of Sandstorm. The Cleric/Mage/Mystic Theurge is a terrible build power wise, so the fact that he has trouble against Sandstorm really shouldn't surprise anyone because MT builds often don't have the spells of the right level available. As for the fighter, eh. Level adjustment on top of a poor class with no real class features... what do you expect? So unless you're saying that Sandstorm is too overpowered because badly build characters are devastated by it, I'd advise we drop that line of reasoning. Now, if we go through the Monster Manual and search for CR 10 monsters, we get this list: Animated Object, Colossal (Hardness of more than 3 - not going to be damaged by 1d3 damage/round) Brass Dragon, Young adult (DR 5/Magic) Couatl (Ethereal Jaunt) Cryohydra, Nine-Headed (Fast healing 9) Demon, Bebilith (DR 10/good) Formian Myrmarch (Fast healing 2, the same damage that Sandstorm inflicts per round) Giant, Fire (nothing) Golem, Clay (DR 10/adamantine and bludgeoning) Hydra, Eleven-Headed (fast healing 21) Monstrous Scorpion, Gargantuan (nothing) Naga, Guardian (the default spell list has some healing spells but no teleporation, however, they can cast as 9th level sorcerers with access to the cleric spell list, so it is possible for them to teleport) Pyrohydra, Nine-Headed (fast healing 9) Rakshasa (DR 15/good and piercing) Red Dragon, Juvenile (nothing) Salamander, Noble (DR 15/magic) Silver Dragon, Juvenile (nothing) White Dragon, Adult (Dr 5/magic) Sandstorm is better than Control Winds on 5 out of 17 monsters at CR 10. That's not a lot. This is, in essence, why I don't consider Sandstorm to be very powerful unless you just want to dick around with a city - and if that's the case, you can just Control Winds and send Dorothy to Oz. I acknowledge that it is very efficient at what it does. However, I consider what it does to be insignificant. I guess this is a legitimate divergence in our point of view. The ability to wreck buildings and slay the citizens in a city district is probably too much for your games. In mine, I don't start worrying until someone uses Planar Binding (6th level Sor/Wiz) to call a genie and gain 3 wishes. Ever hear of the Great London Fire of 1666? It consumed 13,200 houses, 87 parish churches, St. Paul's Cathedral and most of the buildings of the City authorities. Or the Great Chicago Fire of 1871, which killing hundred and destroyed about 3.3 square miles in Chicago? Wikipedia has quite the list of[URL="http://en.wikipedia.org/wiki/List_of_fires"] great fires[/URL] that were not in fact put out by the citizenry. In the medieval period, which is about when D&D is supposed to take place, London had two Great Fires, both of which devastated a bit more than an 440 radius area. As an aside, if I was a level 12 Sorcerer and wanted to slay a city block, I think I would be able to do it perfectly well without Sandstorm. Other than the obvious method of using Planar Binding, I would stand by tactical fireballing as a reliable means of making a city burn (historical justifications having been previously mentioned), and casting Enervation on a 1 HD commoner and waiting for him to turn into a wight and then have a wight army expand geometrically from that point on (because that is what happens when you get hit by [URL="http://www.d20srd.org/srd/specialAbilities.htm#energyDrainAndNegativeLevels"]negative levels[/URL] and turned into a [URL="http://www.d20srd.org/srd/monsters/wight.htm"]wight[/URL]). [/QUOTE]
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