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


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The only "problem" I have with Meteor Swarm is when used in conjunction with PWK (and a quickened haste doesn't hurt).

Considering there are spells that travel across planes, travelling quickly in the same plane doesn't bother me either. I guess we can add "translocation spells" to the mix.

As per Epic Spells, that is a *whole different* arena. My opinion of the system itself is that it is really weak, compared to even 9th level spells. The gold and XP cost make them prohibitive for even very high level characters and the payoff isn't there (compared to many magic items one could buy for the same price). That discussion is for another thread...

Scry is poorly worded. Again, teleport is in its own class.
 
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Poly Other is probably the poster child for problem spells. As an offensive spell, alone, it's good enough to be 4th level. As a 'buff,' alone, it's insane. And, it's /both/.

Nothing else is quite that bad. Yeah, Harm is nasty, but, by the time it shows up, Heal & Raise Dead are availble - it's just another way that you can die at any time, at any level, in 3E, but, hey, you can come back, too. Haste is a potent spell, especially with the ability to cast that extra spell every round - but, that's also it's weakness - casters who avail themselves of two (or even three) spells/round go through spells that much faster, which can make a 'busy day' (multiple encounters between recharges) very bad for them.

I'm sure Spikes and plenty of other spells from suplements are 'problems' - but, realy, the PH spells & classes should be enough to keep a group busy for quite a while, so the easiest 'fix' is just to decline to use them.
 

I have a problem with "Blinding Spittle" from MOF. For a second level spell that blinds the opponent on a succesful range touch attack...I think that it is unbalanced. :confused:
 

I don't think that blinding spittle is that strong, its a first level druid spell,short range, a ranged touch attack at a -4 penatly gives temporary blindness. All they have to do is rinse their eyes and its gone.
 

What's wrong with Maze!?

I think the extreme buffs (as mentioned before, Divine Favor and Tenser's Transformation come to mind), that effectively take away the fighter role and transfer it to the pure spellcasters can pose problems.

Bye
Thanee
 

I don't see anything too wrong with Maze - yes, it's prettymuch automatic, but it only isolates the victim for a time. Not hugely unreasonable, though it could provide a decisive tactical advantage by removing a critical enemy... but then, it's an 8th level spell, you kinda have to expect them to be on the decisive side.

Divine Power and Tenser's do make temporary fighters, in a sense ... the sense of BAB, for instance... but, they hardly eclipse the fighter types, because they are, well, temporary... a fighter's always a fighter a Tenser'd up wizard is only a 'fighter' while the spell lasts and isn't dispelled. Even while the spells last, they only bring the casters up close to the fighter's level of combat performance (they still don't get feats for instance), they don't exceed them.
 

Of course, but those short moments are the ones that count, or not?

I have no personal problems with these spells, but just think, that they can cause problems in a party (i.e. making fighters feel underpowered and useless)!

Bye
Thanee
 

I'll take maze down. I don't really see much wrong with it either. I can see a potential abuse of "mazing" the uber villain while the party wipes the floor with his cronies, but I've haven't heard of it happening...

<Edit>
I'm still pondering the "buff" spells. In general, I agree with them being "ok", but if someone else strongly suggests I list those, then I'll put them up.
</Edit>
 
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Yeah, you can even travel out of the maze via plane shift (listed in the spell description) or other means of interdimensional travel (I suppose).

Bye
Thanee
 

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