Cloudgatherer
First Post
So the thread on harm got me thinking (a rare and dangerous thing, I know), what are the "problem" spells in 3rd Ed?
Let's keep the discussion centered on the PHB/SRD spells please!
Cloud, what do you mean by "problem" spells?
I see problem spells as those spells deemed as either 1) unbalanced or 2) commonly house ruled/banned or 3) ambiguously worded (fuzzy, vague, unclear). Naturally a spell could be all of the above, but the general idea is that these spells spark at least some debate.
I really don't want a rules debate about how the spells should be run. I'd simply like to list them along with a reason or reasons for why some people might think they are unbalanced.
I'll start off with a few common ones and I'll try to keep the list updated here at the top:
Vague, unbalanced, house-ruled spells:
Analyze Dweomer - often house-ruled
Color Spray - badly worded (simultaneous effects)
Disjunction - IMO, a bit unbalanced, especially at high/epic levels
Enlarge - Does not follow normal "size" rules.
Expeditious Retreat - vague in respect to flight, monk speed, etc.
False Vision - anyone use this ever?
Geas/Quest - vague/ambiguous
Harm/Heal - commonly house-ruled (we'll leave balance to the other thread)
Identify - Often house ruled.
Meteor Swarm - vague (re: impact vs. spread)
Mind Blank - poorly worded (maybe Discern Location belongs here too).
Mirror Image - vague (cleave/WW)
Negative Energy Protection - vague/confusing. Should protect against all negative energy attacks (i.e. harm), but does not.
Poly series of spells - unbalanced, vague
Reduce - See Enlarge.
Scry - vague
Shapechange - See Poly series.
Simulacrum - vague
Time Stop - vaguely worded
The following group is questionable. I'll list them since Shard brought it up. Are the following really problems, even though I think they violate the suggested damage cap in the DMG?
Damage Dealers:
Blade Barrier
Chain Lightning
Creeping Doom - 1000 points to anyone "slow"
Flame Arrow - No Cap, but must hit...
Flame Strike
Spells that are "too good to be true" (for their level):
Haste
Shield
Some have problems with translocation spells in general: Teleport, Teleport w/o Error, Shadow Walk, etc...
Spells to ponder:
Command
Forcecage
Greater Magic Weapon
Planar Ally (and Greater Planar Ally)
Web
Let's keep the discussion centered on the PHB/SRD spells please!
Cloud, what do you mean by "problem" spells?
I see problem spells as those spells deemed as either 1) unbalanced or 2) commonly house ruled/banned or 3) ambiguously worded (fuzzy, vague, unclear). Naturally a spell could be all of the above, but the general idea is that these spells spark at least some debate.
I really don't want a rules debate about how the spells should be run. I'd simply like to list them along with a reason or reasons for why some people might think they are unbalanced.
I'll start off with a few common ones and I'll try to keep the list updated here at the top:
Vague, unbalanced, house-ruled spells:
Analyze Dweomer - often house-ruled
Color Spray - badly worded (simultaneous effects)
Disjunction - IMO, a bit unbalanced, especially at high/epic levels
Enlarge - Does not follow normal "size" rules.
Expeditious Retreat - vague in respect to flight, monk speed, etc.
False Vision - anyone use this ever?
Geas/Quest - vague/ambiguous
Harm/Heal - commonly house-ruled (we'll leave balance to the other thread)
Identify - Often house ruled.
Meteor Swarm - vague (re: impact vs. spread)
Mind Blank - poorly worded (maybe Discern Location belongs here too).
Mirror Image - vague (cleave/WW)
Negative Energy Protection - vague/confusing. Should protect against all negative energy attacks (i.e. harm), but does not.
Poly series of spells - unbalanced, vague
Reduce - See Enlarge.
Scry - vague
Shapechange - See Poly series.
Simulacrum - vague
Time Stop - vaguely worded
The following group is questionable. I'll list them since Shard brought it up. Are the following really problems, even though I think they violate the suggested damage cap in the DMG?
Damage Dealers:
Blade Barrier
Chain Lightning
Creeping Doom - 1000 points to anyone "slow"
Flame Arrow - No Cap, but must hit...
Flame Strike
Spells that are "too good to be true" (for their level):
Haste
Shield
Some have problems with translocation spells in general: Teleport, Teleport w/o Error, Shadow Walk, etc...
Spells to ponder:
Command
Forcecage
Greater Magic Weapon
Planar Ally (and Greater Planar Ally)
Web
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