Comp. Adv spells whacked? [Archive] - Wizards Community

Post/Author/DateTimePost
GypsyComet

01-15-05, 01:41 AM
Is it just me, or is Arrow Mind an Epic feat in 1st level spell form? And why bulk up on Bluff ranks when your friendly arcane has Distract Assailant in a wand? Then we have the combo of Hawkeye and Guided Shot. At least Guided Shot and Sniper's Shot can't be stacked...
Kyaran

01-15-05, 02:22 AM
I... wow. I can't think of another spell that I'll prepare with my Rgr4/Ftr4/DWS2/OotBI2.

Mmm... Headband of Arrow Mind (5/day) = 1,800 gp...
*gasp* Or continuous for 4,000 gp! :dancin: :w00t: :dancin: :w00t: :plotting: :evillaugh
Marshall

01-15-05, 04:29 AM
I take it you havent gotten to Improvisation yet?

And you left out Blade Storm(WWA+) and Arrow Storm(Hail of Arrows, AA10th)
Seeker95

01-15-05, 09:18 AM
As with any spell in any non-core supplement, whether published by WotC or a third party, it is the job of the DM to decide what is vailable in his or her campaign.

If these spells will imbalance your campaign, keep them out.
GypsyComet

01-17-05, 12:01 AM
Spells that do things you don't want magic to do in your campaign is one thing. Spells that were obviously not vetted for balance is another. No company that publishes for D20 can avoid the first case, since they don't know your campaign, but WotC (of all the concerned parties) certainly should be held to a higher standard when it comes to the second case.
Quixon

01-17-05, 04:25 PM
I admit some of the spells in Complete Adventurer seem a little "out there".

Critical Strike is the one I first saw. This is one spell I would use Perisistant Spell on as a Warrior/Wizard or a Rogue/Wizard without a doubt. Its a 7th level slot but gets you +1d6 Sneak attack damage, double your threat range and give a +4 to confirm criticals(with said threat range increase this is very nice) for 24 hours, seems like a good investment to me if your a SpellSword/EK or Arcane Trickster to me.
Egres

01-17-05, 05:51 PM
I admit some of the spells in Complete Adventurer seem a little "out there".

Critical Strike is the one I first saw. This is one spell I would use Perisistant Spell on as a Warrior/Wizard or a Rogue/Wizard without a doubt. Its a 7th level slot but gets you +1d6 Sneak attack damage, double your threat range and give a +4 to confirm criticals(with said threat range increase this is very nice) for 24 hours, seems like a good investment to me if your a SpellSword/EK or Arcane Trickster to me.
A 7th level slot for this poor effect?

Nothing to worry about.
GypsyComet

01-18-05, 12:20 AM
It's 7th because he's stretched it to 24 hours. The base spell is swift, one round, and *1st* level. This one combined with Distract Assailant (also a 1st level Sor/Wiz and Assassin spell) makes paired Assassins *really* nasty, even when they aren't flanking someone...
GypsyComet

01-18-05, 12:51 AM
I take it you havent gotten to Improvisation yet?


Compared to what other spell casters are getting at 13th level, Improvisation isn't bad. I note that it doesn't apply to saves or damage rolls, and the Bard can't replicate True Strike with it until he's 40th level...
taltamir

01-18-05, 01:29 AM
whats mind arrow?

btw... MM is actually making me doubt the usefulness of melfs acid arrow.. best second level attack spell. Those other spells, they sound crazily powerful, then agian, who is complaining, magic is way underpowered anyways.
Kyaran

01-18-05, 03:08 AM
Arrow mind is a Rgr1/Wiz1 spell that lasts 1m/l, is an immediate action, and [basically] makes your bow count as a melee weapon for purposes of making and provoking attacks of opportunity.

WotC (of all the concerned parties) certainly should be held to a higher standard when it comes to the second case [of vetting spells for balance].Yes! Yes! A thousand times, yes! :rant:

I recommend Edy's article on Power Creep (http://boards1.wizards.com/showthread.php?t=337392).
Egres

01-18-05, 06:45 AM
It's 7th because he's stretched it to 24 hours. The base spell is swift, one round, and *1st* level. This one combined with Distract Assailant (also a 1st level Sor/Wiz and Assassin spell) makes paired Assassins *really* nasty, even when they aren't flanking someone...
I'll repeat myself.

A 7th level slot wasted for such a poor effect?

A poor effect for 24 hours?

Nothing to worry about.
Kyy'Dakh

01-18-05, 11:02 AM
I'd personally house rule against using persistent spell on 1 round duration spells. The idea is that they're only really effective for the briefest of moments, and persistent spell goes against that grain.

I would also disallow some magic items of these spells, since they'd be in much the same category as a Ring of Continuous True Strike. For the more reasonable ones, I wouldn't use the formula.
Shadow Blade

01-18-05, 11:41 AM
Some help on the part of creating items.

From here (http://www.wizards.com/default.asp?x=dnd/rg/20050118a).

When the Formulas Fail: Table 7-33 provides the basic tool for determining item prices and costs, but many items don't fit the table. Many spells in the game work fine as spells, but spells come with built-in limits on their power, and chief among those is the simple fact that a spell is used up when cast and a character has only so many spells available each day. Many spells become world beaters when they're placed in items that work continuously or in items that can be reused over and over again. For example, a ring of invisibility is a command-activated item that duplicates a 2nd-level spell, and its caster level is 3rd (the minimum to cast the spell). According to Table 7-33, such an item has a cost of 2 x 3 x 1,800 gp (spell level x caster x 1,800 gp). So, a ring of invisibility costs 10,800 gp, right? Wrong, it costs nearly twice that much (20,000 gp) because an endless supply of invisibility spells are worth something extra.
High Octane

01-18-05, 07:39 PM
OOOOOK Arrow mind is definitely unbalanced. it should last only 1 round a level OR increase the casting time to 1 full round.