What spells do you not allow?

I just have a gentlemen's agreement that if they don't use "save or die" spells, I won't either. But I told them, the moment they decide to use one, my gloves come off and all NPC's will have one ready from then on :cool:
 

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Generally, I make all spells use SR (except ones that just plain create things), especially those orb spells. I also allow saves on a lot of non-save spells from any source, especially attack spells. To me a spell should be limited by both and wizards seems to be trying their best to make a mechanism saves and SR, and then cirumvent it as much as possible.

But banning spells, not many.
 

Seule said:
Floaty Shield (that's not the real name, it's in the SpC, it animates a shield. That enhancement is also banned).
I banned animated shields for a while, until I realized that it could be interpreted to take a standard action to activate them for 9 rounds. That balanced them out a lot.
 

pogre said:
Mirror Image - nothing broken about the spell - I just find it a pain to adjudicate.
I just converted it to percentiles, and roll per attack...

No. Images / Miss Chance
......8................89%
......7................88%
......6................86%
......5................83%
......4................80%
......3................75%
......2................67%
......1................50%
 

I'm getting very close to banning or modifying Tasha's Hideous Laughter.

It got a significant power-boost in 3e compared to previous editions, and it's now a "save or die" spell, I'm afraid. In 1e, it lasted 1 round (where you fell prone), and the second round you got up. In 3e, it lasts 1 round/level, where you a prone all the time and unable to take actions. Way, way too good.

Cheers!
 


Disjunction is the only one I can think of off the top of my head, and that's more a personal rule against using it on the players. I usually prefer nerfing to banning.

The orbs (except acid) allow SR. I don't allow Sneak Attack with rays. (This is necessary in a Gestalt game.) Spells that raise the dead cost both the caster and the recipient XP, and the ex-corpse always comes back in a temporarily weakened state. In games where it's relevant, teleport is limited to the planet the caster is currently standing on.

I don't normally get a lot of casters in my games, so most of my adjustments are based either on in-game consistency or reading the rules in horror. (Or listening to my friend describe another one of his "killer" combos. He never actually plays them, but I don't want someone else stumbling onto them.)
 

MerricB said:
I'm getting very close to banning or modifying Tasha's Hideous Laughter.

It got a significant power-boost in 3e compared to previous editions, and it's now a "save or die" spell, I'm afraid. In 1e, it lasted 1 round (where you fell prone), and the second round you got up. In 3e, it lasts 1 round/level, where you a prone all the time and unable to take actions. Way, way too good.

Cheers!

Yeah, its a really good spell. But its also an Echantment (Complusion)[Mind-Affecting].

Right off the bat the spell doesn't work on a number of creatures: Swarms, Oozes, Plants, Undead, Constructs, etc.

Granted, against low level mooks it works like a charm. Surprisingly, Tashsa's works on Elementals. Funny.
 

Keen Edge - Nothing broken, I just dislike the effect since it stopped stacking with Improved Crit (and I agree that a critical threat on an 11 is a little silly, though not statistically unbalanced). I've been thinking of allowing it by adding +4 to critical hit comformation rolls, instead.

For the record I disallow everything outside of the core rules and Eberron Campaign Setting in my current game without prior approval. I would have to house rule the orb spells, for instance, if it came up... And I've tweeked pollymorph a lot just because of the insidoous rules issues.
 

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