Author Topic: What spells and abilities radically change how the game is played?  (Read 8204 times)

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Endarire

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Teleport means no more walking long distances.

Contact other plane means more answers from the DM.

Raise dead means death isn't such an obstacle.

Simulacrum means things you fought were merely a 'clone.'  Also, you can make your own clones of desired creatures.

Time stop means you're uber.  Really.

Polymorph grants superior versatility and power.

What else?
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Does it bug anyone else that we've reached the point where characters who can obliterate a greater deity in one round are considered "decent?"

weenog

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Re: What spells and abilities radically change how the game is played?
« Reply #1 on: July 16, 2010, 07:48:41 PM »
Astral Projection is the defensive benefit of Simulacrum on crack.  It wouldn't be so bad on its own, except you can get it from a Nightmare...

Fly and related spells might not seem like big ones, but they can be.  One of those spells can single-handedly render a lot of challenges (and characters) invalid.
« Last Edit: July 16, 2010, 07:52:53 PM by weenog »
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Sohala

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Re: What spells and abilities radically change how the game is played?
« Reply #2 on: July 16, 2010, 07:57:28 PM »
Magic Missle makes an army of followers useful in combat.
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Widow

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Re: What spells and abilities radically change how the game is played?
« Reply #3 on: July 16, 2010, 08:30:26 PM »
My DM claims Arcane Spellsurge would create whole new orders of sorcerors that are broken.

Sorry for spelling.
« Last Edit: July 16, 2010, 11:54:57 PM by Widow »

Littha

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Re: What spells and abilities radically change how the game is played?
« Reply #4 on: July 16, 2010, 08:34:20 PM »
My DM claims Arcane Spellsurge would great whole new orders of sorcerors that are broken.

:twitch

idontmuchcareforit

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Re: What spells and abilities radically change how the game is played?
« Reply #5 on: July 16, 2010, 09:38:56 PM »
Find the path definitely ruins a lot of sessions that could have been challenging.
Reverse Gravity is pretty commonly a no-save encounter ender.
manipulate form obviously
« Last Edit: July 16, 2010, 09:42:43 PM by idontmuchcareforit »

Solo

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Re: What spells and abilities radically change how the game is played?
« Reply #6 on: July 16, 2010, 09:42:22 PM »
Truenamers.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

altpersona

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Re: What spells and abilities radically change how the game is played?
« Reply #7 on: July 16, 2010, 09:52:12 PM »
alter self?
The goal of power is power. - idk
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JohnnyMayHymn

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Re: What spells and abilities radically change how the game is played?
« Reply #8 on: July 17, 2010, 08:08:25 AM »
Pazuzu - or anything that grants wishes for free

planar bubble -  10:1 time ratio among other things (depends on chosen plane)

the half-elf Warrior/healer/monk/ninja/samurai -  or any character that sucks so bad that the DM has to change the game to let it live
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snakeman830

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Re: What spells and abilities radically change how the game is played?
« Reply #9 on: July 17, 2010, 09:23:44 AM »
Burrow speeds or incorporeality as they make many obstacles...not.
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Waazraath

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Re: What spells and abilities radically change how the game is played?
« Reply #10 on: July 17, 2010, 10:43:50 AM »
summon monster spells grant superior versitality and power too

SorO_Lost

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Re: What spells and abilities radically change how the game is played?
« Reply #11 on: July 17, 2010, 11:34:45 AM »
The Lucid Dreaming skill.
Tiers explained in 8 sentences. With examples!
[spoiler]Tiers break down into who has spellcasting more than anything else due to spells being better than anything else in the game.
6: Skill based. Commoner, Expert, Samurai.
5: Mundane warrior. Barbarian, Fighter, Monk.
4: Partial casters. Adapt, Hexblade, Paladin, Ranger, Spelltheif.
3: Focused casters. Bard, Beguiler, Dread Necromancer, Martial Adapts, Warmage.
2: Full casters. Favored Soul, Psion, Sorcerer, Wu Jen.
1: Elitists. Artificer, Cleric, Druid, Wizard.
0: Gods. StP Erudite, Illthid Savant, Pun-Pun, Rocks fall & you die.
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lans

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Re: What spells and abilities radically change how the game is played?
« Reply #12 on: July 17, 2010, 04:03:17 PM »
Truenamers.
That is interesting and potentially really accurate. I can imagine a player just searching for ways to boost their true naming skill and trying to get the most out of it. Then when they build their next character do the same thing only with Cleric casting.

With that I'd say a Mystic Theurge played next to a warmage or even a straight wizard in most noob groups. Once the mystic Theurge casts fireball and is followed by the straight wizard casting Empowered Fireball, its a pretty quick path to save or dies and battle field control.
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veekie

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Re: What spells and abilities radically change how the game is played?
« Reply #13 on: July 17, 2010, 04:11:45 PM »
Permanency allows you to have Arcane Sight available all the time, which is a very big difference in knowing about magic at work. Better yet, it affects See Invisibility the same way, meaning nothing invisible is any issue anymore.
Contingency lets you avoid losing an encounter, even with the spell version, by automatically evacuating when badly battered.
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altpersona

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Re: What spells and abilities radically change how the game is played?
« Reply #14 on: July 17, 2010, 04:25:07 PM »
arcane sight dosnt see pixies.
The goal of power is power. - idk
We are not descended from fearful men. - Murrow

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awaken DM golem

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Re: What spells and abilities radically change how the game is played?
« Reply #15 on: July 17, 2010, 04:41:46 PM »
There was a long thread titled something like: "Spells that change the World"
back on 339.
I just went looking for it, but couldn't find it. Maybe I titled it wrong.

Wings of Peace

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Re: What spells and abilities radically change how the game is played?
« Reply #16 on: July 17, 2010, 04:47:29 PM »
Taint.

veekie

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Re: What spells and abilities radically change how the game is played?
« Reply #17 on: July 17, 2010, 05:07:49 PM »
Find the City.
Never be lost again!
The mind transcends the body.
It's also a little cold because of that.
Please get it a blanket.

I wish I could read your mind,
I can barely read mine.

"Skynet begins to learn at a geometric rate. It becomes self-aware at 2:14 a.m. Eastern time, August 29th. At 2:15, it begins rolling up characters."

[spoiler]
"Just what do you think the moon up in the sky is? Everyone sees that big, round shiny thing and thinks there must be something round up there, right? That's just silly. The truth is much more awesome than that. You can almost never see the real Moon, and its appearance is death to humans. You can only see the Moon when it's reflected in things. And the things it reflects in, like water or glass, can all be broken, right? Since the moon you see in the sky is just being reflected in the heavens, if you tear open the heavens it's easy to break it~"
-Ibuki Suika, on overkill

To sumbolaion diakoneto moi, basilisk ouranionon.
Epigenentheto, apoleia keraune hos timeis pteirei.
Hekatonkatis kai khiliakis astrapsato.
Khiliarkhou Astrape!
[/spoiler]

There is no higher price than 'free'.

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Solo

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Re: What spells and abilities radically change how the game is played?
« Reply #18 on: July 17, 2010, 05:09:41 PM »
Find the City.
Never be lost again!
Among other things.

"I am the Black Mage! I cast the spells that makes the peoples fall down!"

The Legend RPG, which I worked on and encourage you to read.

Agita

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Re: What spells and abilities radically change how the game is played?
« Reply #19 on: July 17, 2010, 05:11:07 PM »
The Lucid Dreaming skill.
:smirk

Second level spells or third level spells are the break point where Wizards become better than non-casters. Fourth-level spells are more like an event horizon.
It's all about vision and making reality conform to your vision. By dropping a fucking house on it.

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