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What are the "problem" spells in 3E?
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<blockquote data-quote="Cloudgatherer" data-source="post: 366338" data-attributes="member: 66"><p>So the thread on harm got me thinking (a rare and dangerous thing, I know), what are the "problem" spells in 3rd Ed?</p><p></p><p><strong><span style="color: skyblue"><span style="font-size: 12px">Let's keep the discussion centered on the PHB/SRD spells please!</span></span></strong> </p><p></p><p><strong>Cloud, what do you mean by "problem" spells?</strong></p><p></p><p>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.</p><p></p><p>I <span style="color: red"><strong><span style="font-size: 12px">really</span></strong></span> 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.</p><p></p><p>I'll start off with a few common ones and I'll try to keep the list updated here at the top:</p><p></p><p><strong>Vague, unbalanced, house-ruled spells:</strong></p><p></p><p>Analyze Dweomer - often house-ruled</p><p></p><p>Color Spray - badly worded (simultaneous effects)</p><p></p><p>Disjunction - IMO, a bit unbalanced, especially at high/epic levels</p><p></p><p>Enlarge - Does not follow normal "size" rules.</p><p></p><p>Expeditious Retreat - vague in respect to flight, monk speed, etc.</p><p></p><p>False Vision - anyone use this ever?</p><p></p><p>Geas/Quest - vague/ambiguous</p><p></p><p>Harm/Heal - commonly house-ruled (we'll leave balance to the other thread)</p><p></p><p>Identify - Often house ruled.</p><p></p><p>Meteor Swarm - vague (re: impact vs. spread)</p><p></p><p>Mind Blank - poorly worded (maybe Discern Location belongs here too).</p><p></p><p>Mirror Image - vague (cleave/WW)</p><p></p><p>Negative Energy Protection - vague/confusing. Should protect against all negative energy attacks (i.e. harm), but does not.</p><p></p><p>Poly series of spells - unbalanced, vague</p><p></p><p>Reduce - See Enlarge.</p><p></p><p>Scry - vague</p><p></p><p>Shapechange - See Poly series.</p><p></p><p>Simulacrum - vague</p><p></p><p>Time Stop - vaguely worded</p><p></p><p></p><p>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?</p><p><strong>Damage Dealers:</strong></p><p></p><p>Blade Barrier</p><p>Chain Lightning</p><p>Creeping Doom - 1000 points to anyone "slow"</p><p>Flame Arrow - No Cap, but must hit...</p><p>Flame Strike</p><p></p><p></p><p><strong>Spells that are "too good to be true" (for their level):</strong></p><p></p><p>Haste</p><p>Shield</p><p></p><p></p><p><strong>Some have problems with translocation spells in general:</strong> Teleport, Teleport w/o Error, Shadow Walk, etc...</p><p></p><p><strong>Spells to ponder:</strong></p><p>Command</p><p>Forcecage</p><p>Greater Magic Weapon</p><p>Planar Ally (and Greater Planar Ally)</p><p>Web</p></blockquote><p></p>
[QUOTE="Cloudgatherer, post: 366338, member: 66"] So the thread on harm got me thinking (a rare and dangerous thing, I know), what are the "problem" spells in 3rd Ed? [b][color=skyblue][SIZE=3]Let's keep the discussion centered on the PHB/SRD spells please![/SIZE][/color][/b] [b]Cloud, what do you mean by "problem" spells?[/b] 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 [color=red][b][SIZE=3]really[/SIZE][/b][/color] 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: [b]Vague, unbalanced, house-ruled spells:[/b] 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? [b]Damage Dealers:[/b] Blade Barrier Chain Lightning Creeping Doom - 1000 points to anyone "slow" Flame Arrow - No Cap, but must hit... Flame Strike [b]Spells that are "too good to be true" (for their level):[/b] Haste Shield [b]Some have problems with translocation spells in general:[/b] Teleport, Teleport w/o Error, Shadow Walk, etc... [b]Spells to ponder:[/b] Command Forcecage Greater Magic Weapon Planar Ally (and Greater Planar Ally) Web [/QUOTE]
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