Author Topic: Spells  (Read 4063 times)

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The_Mad_Linguist

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Re: Spells
« Reply #20 on: February 03, 2009, 08:19:06 PM »

mind blank- essentially screw the enchantment and divination schools for 24 hours


Yeah.  I'd define any spell that utterly shuts down multiple character concepts as "broken."  I lean towards including Freedom of Movement in the same category.

Heart of water - like freedom of movement, but lower level.
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PhaedrusXY

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Re: Spells
« Reply #21 on: February 03, 2009, 09:00:24 PM »
Wish/miracle is still okay so long as you keep within the boundaries delineated in the PHB, IMO. Granted, its open-ended nature can prove problematic (in that the DM may need to constantly think "How can my carefully designed scenario be screwed over by a wish which while ingeniously worded, produces a fairly balanced effect?), but I think for most part, the 5000xp cost should keep its interference to a minimum. I have really only used it to for inherent stat bonuses, myself. 
You don't have to spend XP to use Miracle for lots of things. I agree that Wish is fine.

Magic Jar is potentially more abusive than Polymorph, but also more difficult to abuse.
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Operation Shoestring

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Re: Spells
« Reply #22 on: February 03, 2009, 09:30:38 PM »

mind blank- essentially screw the enchantment and divination schools for 24 hours


Yeah.  I'd define any spell that utterly shuts down multiple character concepts as "broken."  I lean towards including Freedom of Movement in the same category.

My friends and I tend to hate Windwall for much the same reason.

My buddy Kantolin calls these "you must be X high to ride" spells.  They give no save, check, or any way, just flat out block.

Freedom of movement giving +20 or even +40 to checks to avoid being grappled would be fine.  Negating grappling completely is just kinda cheap.  Ditto Windwall flat out stopping all non-magical ranged attacks that aren't siege weapons.