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<blockquote data-quote="Giant2005" data-source="post: 6937833" data-attributes="member: 6813615"><p>I have 5th Edition Foes and the Book of Lost Spells and frankly, the reason I don't have any more third party books is because they put me off the concept entirely. The spellbook in particular was outrageously unbalanced to the point where it was unusable without some serious DM intervention. If you are going to have to go through that kind of effort, you may as well just make your own stuff (which is what I did via the DMsG).</p><p>They also used improper terminology and formatting for everything which was kind of annoying, but in their defense that is because those books were released prior to the OGL, so they had to change things enough to not get sued. I imagine newer 3rd party stuff won't have that issue.</p><p></p><p>Here are a couple of examples regarding super OP spells that just can't be used in a game:</p><p></p><p><strong>Inflict Lycanthropy </strong></p><p>6th-level transmutation</p><p>Warlock, Wizard</p><p>Components: V, S, M (fur from a lycanthrope)</p><p>Casting Time: 1 action</p><p>Duration: Permanent</p><p>Range: Touch</p><p>Area of Effect: 1 humanoid creature</p><p>Saving Throw: Con / negates effect</p><p>You attempt to change one humanoid into a lycanthrope. If the creature </p><p>fails a Constitution saving throw, it becomes cursed with lycanthropy.</p><p>The type of lycanthropy you can inflict depends on the level of the spell </p><p>slot used to cast the spell.</p><p>6th level: wererat, werewolf</p><p>7th level: wereboar, weretiger</p><p>8th level or higher: werebear</p><p>The effect of lycanthropy on player characters is discussed fully in the </p><p>rulebooks. The lycanthropy can be ended by magic that lifts curses.</p><p></p><p><strong>Chilling Gaze </strong></p><p>6th-level transmutation</p><p>Sorcerer, Warlock, Wizard</p><p>Components: V, S, M (a glass cube)</p><p>Casting Time: 1 action</p><p>Duration: Concentration, up to 1 minute</p><p>Range: Self</p><p>Area of Effect: Self</p><p>Saving Throw: Con / negates effect</p><p>Your eyes become cold and frosty. For the duration of this spell, </p><p>whenever a creature starts its turn within 30 feet of you, you can force </p><p>it to make a Constitution saving throw. The creature must be able to see </p><p>your eyes, and you must be able to see it. If the saving throw fails, the </p><p>creature takes 2d10 cold damage and becomes paralyzed by supernatural </p><p>chills. The paralysis lasts 2d4 days; this decreases to 1 day if the victim </p><p>is warmed in a dwelling, bundled in furs, etc. The paralysis can also be </p><p>ended by magic capable of removing paralysis.</p><p>Creatures that are resistant to or immune to cold damage are not </p><p>paralyzed by this spell.</p></blockquote><p></p>
[QUOTE="Giant2005, post: 6937833, member: 6813615"] I have 5th Edition Foes and the Book of Lost Spells and frankly, the reason I don't have any more third party books is because they put me off the concept entirely. The spellbook in particular was outrageously unbalanced to the point where it was unusable without some serious DM intervention. If you are going to have to go through that kind of effort, you may as well just make your own stuff (which is what I did via the DMsG). They also used improper terminology and formatting for everything which was kind of annoying, but in their defense that is because those books were released prior to the OGL, so they had to change things enough to not get sued. I imagine newer 3rd party stuff won't have that issue. Here are a couple of examples regarding super OP spells that just can't be used in a game: [B]Inflict Lycanthropy [/B] 6th-level transmutation Warlock, Wizard Components: V, S, M (fur from a lycanthrope) Casting Time: 1 action Duration: Permanent Range: Touch Area of Effect: 1 humanoid creature Saving Throw: Con / negates effect You attempt to change one humanoid into a lycanthrope. If the creature fails a Constitution saving throw, it becomes cursed with lycanthropy. The type of lycanthropy you can inflict depends on the level of the spell slot used to cast the spell. 6th level: wererat, werewolf 7th level: wereboar, weretiger 8th level or higher: werebear The effect of lycanthropy on player characters is discussed fully in the rulebooks. The lycanthropy can be ended by magic that lifts curses. [B]Chilling Gaze [/B] 6th-level transmutation Sorcerer, Warlock, Wizard Components: V, S, M (a glass cube) Casting Time: 1 action Duration: Concentration, up to 1 minute Range: Self Area of Effect: Self Saving Throw: Con / negates effect Your eyes become cold and frosty. For the duration of this spell, whenever a creature starts its turn within 30 feet of you, you can force it to make a Constitution saving throw. The creature must be able to see your eyes, and you must be able to see it. If the saving throw fails, the creature takes 2d10 cold damage and becomes paralyzed by supernatural chills. The paralysis lasts 2d4 days; this decreases to 1 day if the victim is warmed in a dwelling, bundled in furs, etc. The paralysis can also be ended by magic capable of removing paralysis. Creatures that are resistant to or immune to cold damage are not paralyzed by this spell. [/QUOTE]
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