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What are the "problem" spells in 3E?
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<blockquote data-quote="Plane Sailing" data-source="post: 371448" data-attributes="member: 114"><p>Just like to mention that if combined with solid fog, it is a real killer...</p><p></p><p>My troublesome spells (i.e. ones which I have house rules for)</p><p></p><p><strong>Harm</strong> (for well-rehearsed reasons)</p><p><strong>Shield</strong> (as stated you have to know facing, and since most of the rest of the rules eliminate facing, this (and tower shields) are a bit of an abberation)</p><p><strong>Enlarge</strong> (doesn't seem to make sense with the other rules about size)</p><p><strong>Reduce</strong> (ditto)</p><p></p><p>Others that have caused us a little difficulty:</p><p></p><p><strong>Web</strong> (can you cast it between a table and a wall? across a doorway? across a 45 degree corner? Just how much opposition between surfaces is required anyway?)</p><p></p><p><strong>Greater Magic Weapon</strong> (duration is so astonishingly long, why should anyone bother with actual magic weapons?)</p><p></p><p><strong>Force Cage</strong> (pretty much a death sentence for any fighter or rogue, since they can be put in a barred cage and spelled to death, since it has no save and no spell resistance.)</p><p></p><p><strong>Foresight</strong> (is this the wussiest 9th level spell or what? "the spell gives the character a general idea of what action the character might take to best protect him or herself ", stops you being flatfooted and gives a wonderful +2 insight bonus to AC and Reflex saves. The spell is weak on one hand, and puts so much emphasis on what the DM chooses to reveal or not, while remaining vague)</p><p></p><p></p><p><strong>Summon Planar Ally</strong> (this 6th level spell allows a cleric to summon a friendly 16HD outsider to perform one request for a favour... so it could summon a 14HD planatar which could be asked to cast one of its clerical spells for you (and as a 17th level cleric it gets 9th level spells...)</p><p></p><p><strong>Greater Planar Ally</strong> (much the same problems as above)</p><p></p><p><strong>Gust of Wind</strong> (vastly overpowered for a 3rd level spell :giggles: )</p><p></p><p>Cheers</p></blockquote><p></p>
[QUOTE="Plane Sailing, post: 371448, member: 114"] Just like to mention that if combined with solid fog, it is a real killer... My troublesome spells (i.e. ones which I have house rules for) [b]Harm[/b] (for well-rehearsed reasons) [b]Shield[/b] (as stated you have to know facing, and since most of the rest of the rules eliminate facing, this (and tower shields) are a bit of an abberation) [b]Enlarge[/b] (doesn't seem to make sense with the other rules about size) [b]Reduce[/b] (ditto) Others that have caused us a little difficulty: [b]Web[/b] (can you cast it between a table and a wall? across a doorway? across a 45 degree corner? Just how much opposition between surfaces is required anyway?) [b]Greater Magic Weapon[/b] (duration is so astonishingly long, why should anyone bother with actual magic weapons?) [b]Force Cage[/b] (pretty much a death sentence for any fighter or rogue, since they can be put in a barred cage and spelled to death, since it has no save and no spell resistance.) [b]Foresight[/b] (is this the wussiest 9th level spell or what? "the spell gives the character a general idea of what action the character might take to best protect him or herself ", stops you being flatfooted and gives a wonderful +2 insight bonus to AC and Reflex saves. The spell is weak on one hand, and puts so much emphasis on what the DM chooses to reveal or not, while remaining vague) [b]Summon Planar Ally[/b] (this 6th level spell allows a cleric to summon a friendly 16HD outsider to perform one request for a favour... so it could summon a 14HD planatar which could be asked to cast one of its clerical spells for you (and as a 17th level cleric it gets 9th level spells...) [b]Greater Planar Ally[/b] (much the same problems as above) [b]Gust of Wind[/b] (vastly overpowered for a 3rd level spell :giggles: ) Cheers [/QUOTE]
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