Underpowered

plavi

First Post
Hi all,

some time ago I started a thread about broken and overpowered spells (read Broken spells?). After lots of nice and friendly reactions, I have decided to change the rules for several of them (Geas/Quest, Haste, Harm, Shield and some others). If you want, I can give my rulings for them (keeping in mind that MC is rather low-magic and low-power.

However, since I consider myself a fair DM :D my question to you is: what would you consider underpowered spells?

Thanx in advance

Chris
 

log in or register to remove this ad

There's that spell (and amulet) that is supposed to protect you from scrying, but the opposed check is trivial to overcome. I'd look up the name, but it's not really worth it :D
 

Frankly, I still haven't seen the need to do anything to any spell except Harm. There are less useful spells but that was bound to happen with the 100's of spells coming out in all the sourcebooks.
 

Well, there's one spell that is much to weak: Harm. It should hit automatically, without save (like magic missile), ignore SR, work on several enemies, and be several levels lower.

:D

Sorry, I couldn't resist!


I think some greater versions of bull's strength and related spells should be there (although you can emulate that with metamagic), and I won't start about Identifying magic Items and the spells we have for that....
 

I'd be interested in hearing what your final outcome was with the "broken spells" debate, and further why you chose to make the changes that you did. For a list of examples of underpowered spells, I would check out comments that have been made on the "Reading Group - PH Spells A, B" I think we're up into the C's and D's spells now, but there's some good points made in there.

In general, many of the "lesser" spells are simply useful only in the right circumstances.

Also, make sure to see Andy Collins' "unofficial" recommendations from the Wizards website for Heal/Harm and Save/Die spells.
 

plavi said:
Hi all,

some time ago I started a thread about broken and overpowered spells (read Broken spells?). After lots of nice and friendly reactions, I have decided to change the rules for several of them (Geas/Quest, Haste, Harm, Shield and some others). If you want, I can give my rulings for them (keeping in mind that MC is rather low-magic and low-power.

However, since I consider myself a fair DM :D my question to you is: what would you consider underpowered spells?

Thanx in advance

Chris

Cloudkill (by the time you're casting it, it's pretty well pointless).

Circle of Death (ditto, by the time you're casting it, it won't affect 99% of what you face ... couple that with the 200gp-per-casting black pearl ...).
 

Creeping Doom can also be fairly useless. The one time my party was ever in a situation to use it effectively, the full round casting time let an enemy grapple the druid trying to cast it.
 

About Epic Spells

Thanx for the tip ashockney , was nice reading. For the others, Andy Collins' post is here.

About what I changed and why.
First the why: First of all, IMC I have a rather low-magick world. This goes especially for the number and power of items, and I feel the power of casters should at least in a minor way be equalized. Secondly, I am by definition against spells that give no saving throw, and I am against spells that have a permanent duration. This goes both ways, to my and to my players benefit. Thirdly, Save-or-Die is more in the disadvantage than in the advantage of the players. Even though I do have lots of smart baddies that rather live to fight another day and so have been harrassing the players for about 8 levels now, the players have to survive every encounter (well at least, almost every one); I am allowed to fail a save now and then... ;)

Finally, the Save-or-Die can accidentally turn an encounter that was either meant to merely scare the characters or to be the big-bad-climactic-enbattle into an anti-climax. All not befitting the campaign, and not what my players nor my baddies deserver after lots of levels building up tension and hate.

So, what did I change. Remember that though it may work for my campaign, it may not work for yours.

Shield
Since we almost never play with the battlegrid the spell now gives just a +2 AC (and the immunity agains MM) exactly as if it were a normal shield. Therefore, it is compatible with Mage Armor and ordinary suits of armor, but not with ordinary shields (it gives a special shield armor bonus just as a shield does). Also, it can now be cast on others with range touch.

Blindness/Deafness
Duration down to hours or days per level

Geas/Quest
Added a savingthrow

Feeblemind
Duration down to 1d4+1 rounds. I've already had quite a discussion about int 1 creatures, and this spell effectively makes the target an almost mindless animal that only reacts to the FFF impulses. It is either Fighting (if it thinks it has a chance), Fearful, or Fleeing (from the Fear, Fight, Flight). This is bad enough for most spellcasters, no need to add to the insult to make it permanent (remember the save-or-die).

Haste
After the duration, the character is fatigued (as per the DMG). I did however add a new 1st level Clr spell (0 level for Travel domain) Remove Fatigue. Also nice for those characters wanting to sleep in armor.

Harm
Added a saving throw. A failed save does death, a succesfull save does 1d6 per caster level damage. (It had no saving throw at all at first).

These were the most important changes, if I remember some more I will tell them.

Luck!

Chris
 

Here is a list I can come up with just glancing at the PHB real quick:

Water Breathing: Alter self is lower level and works better for the same effect.

Fire Trap: Level 4 spell that does barely more than Burning Hands, when it works at all?

Shout: Wow, just terrible.

Seeming: A bunch of people get a level 1 spell? This could be 2 levels lower easily.

Vanish: Why have the object ever be disintegrated?

I also think that a lot of the low to mid level conjurations are generally underpowered, and most of the illusions which mask an area are a level or two too high. That could just be me...
 

nameless said:
Here is a list I can come up with just glancing at the PHB real quick:

Water Breathing: Alter self is lower level and works better for the same effect.


The good thing about this is that it can affect up to 6 people with a single casting
 

Remove ads

Top