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General Tabletop Discussion
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What spells do you consider to be "breakers"???
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<blockquote data-quote="Spatula" data-source="post: 6156260" data-attributes="member: 2198"><p>I don't really agree with a lot of the items on your list, ZenFox42. Many of them have flaws or handicaps or wiggle room that generally keep them in line, although it's possible that maybe they can become an issue when combined with other spells. I would actually say that spell combos are generally the real "breakers," rather than individual spells. For example, the buff + scry + teleport combo is a real problem that requires specific counter-measures to be included in the DM's plans, but buff spells & scrying are not necessarily problem spells on their own (teleport can be, of course). </p><p></p><p>But stuff like the wall of X spells? They're fairly pedestrian battlefield control spells. They don't break anything; they're one of ways that wizards can be useful in a fight. They can all be countered by going around or through them. Flame strike is just a fireball-like spell for clerics/druids. And so on.</p><p></p><p>Anyway, my list of "problem" spells would probably include:</p><p></p><p>protection from/magic circle against X (makes all mind control useless with no failure rate)</p><p>freedom of movement (makes all snares/grapples/paralyzations useless with no failure rate)</p><p>death ward (makes all negative energy effects useless with no failure rate)</p><p>any wizard spell specifically designed to make spell resistance/immunity useless (like the "orb" spells, dunno if they're in PF or not)</p><p>any spell that allows one to replace their stats with a monster's stats (does polymorph still work like that?)</p><p>gate</p><p>long-range teleportation</p></blockquote><p></p>
[QUOTE="Spatula, post: 6156260, member: 2198"] I don't really agree with a lot of the items on your list, ZenFox42. Many of them have flaws or handicaps or wiggle room that generally keep them in line, although it's possible that maybe they can become an issue when combined with other spells. I would actually say that spell combos are generally the real "breakers," rather than individual spells. For example, the buff + scry + teleport combo is a real problem that requires specific counter-measures to be included in the DM's plans, but buff spells & scrying are not necessarily problem spells on their own (teleport can be, of course). But stuff like the wall of X spells? They're fairly pedestrian battlefield control spells. They don't break anything; they're one of ways that wizards can be useful in a fight. They can all be countered by going around or through them. Flame strike is just a fireball-like spell for clerics/druids. And so on. Anyway, my list of "problem" spells would probably include: protection from/magic circle against X (makes all mind control useless with no failure rate) freedom of movement (makes all snares/grapples/paralyzations useless with no failure rate) death ward (makes all negative energy effects useless with no failure rate) any wizard spell specifically designed to make spell resistance/immunity useless (like the "orb" spells, dunno if they're in PF or not) any spell that allows one to replace their stats with a monster's stats (does polymorph still work like that?) gate long-range teleportation [/QUOTE]
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What spells do you consider to be "breakers"???
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