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Wind Walk
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<blockquote data-quote="DaveDash" data-source="post: 6515625" data-attributes="member: 6786202"><p>I'm current running an underdark campaign, and the party is currently at a travelling phase of the adventure. The Lore Bard decided to pick up <em>Wind Walk</em> as one of his magical secrets spells, and main it's a fricken pain as written.</p><p></p><p>The fact though that they can turn into a mist at will (takes a minute) and back again over the course of the day, without concentration makes this spell a huge thorn in my side. Skip entire sections of a campaign? No worries! Scout entire dungeons? No worries! </p><p></p><p>Basically I've had to throw a ton of caveats around the spell, and told the party that I want this spell to only really be a travel spell, and scouting spell (with some risk attached). Some of the limitations I have put on it:</p><p>You can't talk to each other while in mist form, if you want to formulate a strategy you need to go back into standard form. Although my group's Wizard just uses the Rary's Telepathic Bond ritual to bypass this limitation.</p><p>You can't concentrate on any spells while in mist form.</p><p>Enemy monsters get an intelligence check DC15 to determine if they can figure out that you are a threat as a mist.</p><p>You can't target the mist with spells, so you can't cast invisibility on a party member and have him become the ultimate invincible scout.</p><p></p><p>Basically I don't want to nerf my players when they think creatively, but as written this spell could completely break my game. So far they're OK with all of the above, but it's still a very powerful spell.</p><p></p><p>Any got any experience with this spell or any ideas to fairly put limits on its power?</p></blockquote><p></p>
[QUOTE="DaveDash, post: 6515625, member: 6786202"] I'm current running an underdark campaign, and the party is currently at a travelling phase of the adventure. The Lore Bard decided to pick up [I]Wind Walk[/I] as one of his magical secrets spells, and main it's a fricken pain as written. The fact though that they can turn into a mist at will (takes a minute) and back again over the course of the day, without concentration makes this spell a huge thorn in my side. Skip entire sections of a campaign? No worries! Scout entire dungeons? No worries! Basically I've had to throw a ton of caveats around the spell, and told the party that I want this spell to only really be a travel spell, and scouting spell (with some risk attached). Some of the limitations I have put on it: You can't talk to each other while in mist form, if you want to formulate a strategy you need to go back into standard form. Although my group's Wizard just uses the Rary's Telepathic Bond ritual to bypass this limitation. You can't concentrate on any spells while in mist form. Enemy monsters get an intelligence check DC15 to determine if they can figure out that you are a threat as a mist. You can't target the mist with spells, so you can't cast invisibility on a party member and have him become the ultimate invincible scout. Basically I don't want to nerf my players when they think creatively, but as written this spell could completely break my game. So far they're OK with all of the above, but it's still a very powerful spell. Any got any experience with this spell or any ideas to fairly put limits on its power? [/QUOTE]
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