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General Tabletop Discussion
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What Spells Would You Nerf? (and how would you change them...)
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<blockquote data-quote="werecorpse" data-source="post: 7939572" data-attributes="member: 55491"><p>I don’t think that was the original intent of the spell. In those days you couldn’t relearn your magic user or illusionist spells unless in a comfortable environment without distractions. This meant that the DM could say you can’t do it while in the wilderness or in a dungeon. The original intent of the spell was just to create this environment.</p><p></p><p>My change is to remove the force field effect. It is cast as a ritual so takes no resources so in my games it is just a comfortable camouflage tent. If my players use it they can often avoid encounters in dangerous areas.</p><p></p><p>Re heat metal I require the caster to be within 60’ and able to see the item when they use their bonus action to heat it up; PLUS I say that disadvantage only applies if you cast it on a weapon & they choose to keep holding it.</p><p></p><p>I don’t allow healing spirit (or shadowblade for that matter) it is absurdly overpowered compared to other healing spells. 10d6 healing in 1 minute for a 2nd level spell slot - the healing cleric weeps. In fact most of xanathars spells I am not a fan of</p><p></p><p>Animate Object is bad as well but as I play with 6-8 players I’ve told them i don’t allow summon monster spells as it slows things down too much and this fits that category.</p><p></p><p>Oops forgot forcecage. I have reduced the duration on this spell to 1minute (10 minutes of cast at 8th and 1 hour if cast at 9th). I allow escape by getting through the bars if you make them that way (gaseous form etc) and if you attack a creature through the bars it gets 1/2 or 3/4 cover.</p></blockquote><p></p>
[QUOTE="werecorpse, post: 7939572, member: 55491"] I don’t think that was the original intent of the spell. In those days you couldn’t relearn your magic user or illusionist spells unless in a comfortable environment without distractions. This meant that the DM could say you can’t do it while in the wilderness or in a dungeon. The original intent of the spell was just to create this environment. My change is to remove the force field effect. It is cast as a ritual so takes no resources so in my games it is just a comfortable camouflage tent. If my players use it they can often avoid encounters in dangerous areas. Re heat metal I require the caster to be within 60’ and able to see the item when they use their bonus action to heat it up; PLUS I say that disadvantage only applies if you cast it on a weapon & they choose to keep holding it. I don’t allow healing spirit (or shadowblade for that matter) it is absurdly overpowered compared to other healing spells. 10d6 healing in 1 minute for a 2nd level spell slot - the healing cleric weeps. In fact most of xanathars spells I am not a fan of Animate Object is bad as well but as I play with 6-8 players I’ve told them i don’t allow summon monster spells as it slows things down too much and this fits that category. Oops forgot forcecage. I have reduced the duration on this spell to 1minute (10 minutes of cast at 8th and 1 hour if cast at 9th). I allow escape by getting through the bars if you make them that way (gaseous form etc) and if you attack a creature through the bars it gets 1/2 or 3/4 cover. [/QUOTE]
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