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What are the "problem" spells in 3E?
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<blockquote data-quote="Aust Diamondew" data-source="post: 366680" data-attributes="member: 5156"><p><strong>spells</strong></p><p></p><p>Fortunately in my campaign I haven't had too much of a problem with these spells yet (but as my casters get higher in level there could be).</p><p></p><p>1) Haste (should be level 4)</p><p>2) Teleport line ( I just dont like teleporting, it takes away traveling from the adventure, but I proably will never ban the use of this spell)</p><p>3) Polymorph spells (these should proably be level 5)</p><p>4) Morkedians disjunction (magic items should be harder to get rid of)</p><p>5) Creeping Swarm (unless you know ahead of time your dead if your hit by this one)</p><p>6) Time stop (and I thought haste was bad)</p><p>7) Many Epic level spells (wizards, sorcerers, clerics and durids can already kick any other classes ass most of the time as is)</p></blockquote><p></p>
[QUOTE="Aust Diamondew, post: 366680, member: 5156"] [b]spells[/b] Fortunately in my campaign I haven't had too much of a problem with these spells yet (but as my casters get higher in level there could be). 1) Haste (should be level 4) 2) Teleport line ( I just dont like teleporting, it takes away traveling from the adventure, but I proably will never ban the use of this spell) 3) Polymorph spells (these should proably be level 5) 4) Morkedians disjunction (magic items should be harder to get rid of) 5) Creeping Swarm (unless you know ahead of time your dead if your hit by this one) 6) Time stop (and I thought haste was bad) 7) Many Epic level spells (wizards, sorcerers, clerics and durids can already kick any other classes ass most of the time as is) [/QUOTE]
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What are the "problem" spells in 3E?
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