D&D 3E/3.5 What are the "problem" spells in 3E?

So, the Meteor Swarm explodes upon impact with the first creature struck, not when reaching the destination, as per the spell's description?

I think the key word in the spell description is "if".

Any creature in the straight-line path of these spheres is struck by each one and takes 24d6 points of fire damage (no save).

If the spheres reach their destination, each bursts like a fireball in a spread. (6d6 damage each.)

The implication is that if a sphere does not reach its destination, it doesn't burst.

There is no reason explicitly stated in the spell description for why a sphere might not reach its destination to justify the inclusion of the conditional modifier... but the paragraph does immediately follow the description of what happens when the spheres are intercepted by a creature.

The 24d6 seems to be the result of absorbing 4 unburst 6d6 fireballs... by my reading, they neither pass through the character who takes that damage, nor burst.

Interpretation, though, so YMMV.

-Hyp.
 

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Really? Anyone have any bad experiences with the Geas/Quest line of spells as a balancer?

There's also the problem of debate as to how Geas works.

Lesser Geas clearly states that the recipient "must" follow the course of action dictated, with penalties occuring if the recipient "is prevented" from doing so.

Geas says "as Lesser Geas", but its penalties occur when the recipient "does not attempt" the follow the course of action for a day.

"As Lesser Geas" implies there is no choice in the matter; "does not attempt" suggests there is.

The other problem with Geas is interpretation.

Last time I used it was in a hostage situation, where we had to retrieve some kidnappees from a castle full of giants.

We ran into a ranking giant at the gates, and Geased him to "Cooperate with us in our mission to free the hostages".

The DM reasoned that since we'd probably have to fight giants to pull off the rescue, and the Geasee was a giant, he'd cooperate by attacking us.

... buh?

-Hyp.
 


Someone mentioned metamagicked Flame Arrow doing massive damage. How? I personally think the spell sucks.

Are you sure you don't mean Melf's Acid Arrow. Extending and Empowering it is pretty nasty.
 

20th level Sorcerer/Incantatrix with Empower Spell and Improved Metamagic (Incantatrix special ability, which reduces the metamagic spell level modifier by -1, thus Empower Spell only adds +1 Spell level).

Flame Arrow already deals 20d6 on that level and since it is a 3rd level spell, it can be empowered 6 times as a 9th level spell then.

20d6 x 4 is quite a lot of damage, even on a successful save! :D

Bye
Thanee
 



Thanee said:
20th level Sorcerer/Incantatrix with Empower Spell and Improved Metamagic (Incantatrix special ability, which reduces the metamagic spell level modifier by -1, thus Empower Spell only adds +1 Spell level).

Flame Arrow already deals 20d6 on that level and since it is a 3rd level spell, it can be empowered 6 times as a 9th level spell then.

20d6 x 4 is quite a lot of damage, even on a successful save! :D

Bye
Thanee

As has been stated many times on the "Empower is broken" type threads, that situation does not point to Flame Arrow being a problem spell, it points to the Incantrix beinga problem class.
 

James McMurray said:
As has been stated many times on the "Empower is broken" type threads, that situation does not point to Flame Arrow being a problem spell, it points to the Incantrix beinga problem class.

Absolutely!

I just answered a question...

Someone mentioned metamagicked Flame Arrow doing massive damage. How?

Bye
Thanee
 


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