Infiniti2000 said:And in the opinion of those people (me included) is that it's perfectly acceptable to ban a spell (or magic item or feat or whatever) based on a reasonable analysis. I don't need to see a good role player not take advantage of this to know I don't want such a stupidly-designed spell in my game.
More importantly, and why this thread exists, I recommend to everyone out there not to use spell. Don't even bother trying it and allowing it in your game. It's a MUCH bigger hassle to remove a spell from the game later after you find out it sucks. Forget about the problem of reworking a character (even an NPC) after removing the spell, you'll have a glaring continuity error. That part creates major suckage for the game in general.
Mistwell said:This is what happens when you take a comment out of context.
I was responding to someone specifically saying that people had not just done a reasonable analysis, but had actually used it in a game on a long term basis and come to that conclusion.
You then clipped that comment, and made it seem like I was not fairly addressing the issue you raised, when in fact the issue you raised was the whole point. Or that I somehow had ignored the opinion of those who had not used it in game, when again I had already addressed that issue. Why clip THAT comment when you knew full well it was out of context when displayed that way?
And we disagree on that count. A lot. More than just my opinion is present in this thread saying that the spell has been found to be fine in actual play. I think it's only right that people try it for themselves rather than depending on theoretical advice for stuff that could happen on paper. Much like the Warlock. They might actually come to a different conclusion than you have, and find the spell is fine. Is it really so bad that people try a spell before they ban it, if some others have said it seems to work fine in play? Or do you really believe that your opinion is the only possible valid opinion on this issue?
Mistwell said:And we disagree on that count. A lot. More than just my opinion is present in this thread saying that the spell has been found to be fine in actual play. I think it's only right that people try it for themselves rather than depending on theoretical advice for stuff that could happen on paper. Much like the Warlock. They might actually come to a different conclusion than you have, and find the spell is fine. Is it really so bad that people try a spell before they ban it, if some others have said it seems to work fine in play? Or do you really believe that your opinion is the only possible valid opinion on this issue?
The somatic component is not a problem if you're wearing no armor or no-ASF armor, possibly with the help of a level of spellsword. Still spell is another option, especially if the DM rules that it's a move action to re- grasp a two-handed weapon after casting wraithstrike.satori01 said:Wraithstrike has Verbal and Somatic spell requirements so Spell Failure is a factor, and a Silence spell will negate it.
Why would they cast reciprocal gyre on themselves?satori01 said:Contingency spell with a Reciprocal Gyre targeted on the person that attacks with Wraithstike. Most Gish builds will feel the pain.
Mistwell said:Aw come on now...you can make an Incantatrix at level 10-12 that can do HUGE damage with the spell (and there are a couple of other builds as well). You CAN drag it out to 20 levels, much like people have posted 20 levels for wratihstrike. But you receive huge benefits at right around the same level as the Wraithstrike builds.
But really, this is a different thread we are talking about, and it should be it's own thread if people want to see a scorching ray build.
I'm fairly positive I took nothing out of context.Mistwell said:This is what happens when you take a comment out of context.
Because it's not out of context and your other paragraph (you separated it, not me) was irrelevant to my point. Your take on the balance of this spell (or balance in general) is all I am responding to. It's not wrong if it works for you, but I think it's wrong advice in general. You need to instruct people about the dangers in it and not just tell them to go for it. IMO, that's the purpose of threads like this. Those who care to know those dangers and/or discuss them do so. They don't need people encouraging them to ignore the fact that this spell gives anywhere from +1 to +50 on attack rolls at 2nd level.Mistwell said:Why clip THAT comment when you knew full well it was out of context when displayed that way?
No, absolutely not. This 'theoretical advice' is a litmus test. If the spell can't even remotely pass a simple test, then it should be nerfed, if not outright banned.Mistwell said:I think it's only right that people try it for themselves rather than depending on theoretical advice for stuff that could happen on paper.
Yes, absolutely it's that bad. Don't even try the spell because after it ruins your game it will be too late. It's much harder to remove spells after the fact.Mistwell said:Is it really so bad that people try a spell before they ban it, if some others have said it seems to work fine in play?
If it weren't, then I wouldn't have that opinion. I'd be riding the fence. Could I be wrong? Yes, but so far nothing anyone has said on this spell or on the principles of balance in general have even remotely persuaded me.Mistwell said:Or do you really believe that your opinion is the only possible valid opinion on this issue?
You must have been irritated at the following thread then.two said:I find it very irritating when people demand multiple builds in great detail yet simply refuse to do any builds in return.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.