Compendium of Broken Spells

Post/Author/DateTimePost
#1

GladiusLegis

Aug 26, 2014 23:50:09

This isn't a thread merely for very strong spells that are obviously working as intended, like Sleep, Meteor Swarm or Power Word Kill. These are spells that are obviously win buttons, even beyond other quality spells, and are pretty obviously the way they are because of developer oversight.

 

A similar discussion is going on at Enworld. Figured I'd amplify it here, because these spells clearly upset what is otherwise pretty solid systemic balance.

 

1) Contagion: No-save stun for at least three rounds, all you have to do is succeed on a touch attack and do at least one point of damage each round. Much stronger than 8th-level Power Word Stun, which gives the enemy a chance to save every round.

 

Possible fixes: If you make a save, the disease effects are suspended for that round.

 

2) Wall of Force: Drop a dome on enemies, and if they can't either teleport in some way or cast Disintegrate, they're trapped and they're screwed. All a Wizard needs to do after is pummel them all with spells until they all die.

 

Possible fixes: Allow a DEX save to run out of the way of the wall as a reaction (similar to Wall of Stone), and also allow Strength checks to break out of the Wall of Force.

 

3) Forcecage: Similar in brokenness to Wall of Force, and likewise inescapable. Can't cast spells into it like you can with Wall of Force, but this one doesn't require Concentration, making it a deadly combo with Cloudkill.

 

Possible fixes: Similar to Wall of Force, DEX save to run out of the way as a reaction, as well as a STR check to break out.

 

4) Polymorph: Mapping level = CR at a 1:1 ratio is WAAAAAAAAAY too strong. It's 3 times stronger than a Moon Druid's Wild Shape, for crying out loud. One character should not be able to change into a monster that's built to fight an entire party, and it definitely should not be stronger than a Moon Druid's very reason for existing.

 

Possible fixes: Needs to read "the target's level divided by 3, if it doesn't have a challenge rating."

 

5) True Polymorph: Just like Polymorph except it can be made permanent. Enworld thread gives the example of literally making the entire party adult dragons before a big fight. So stupid.

 

Possible fixes: As with polymorph, needs to be level/3 if the creature has no challenge rating.

 

What would you add, and why, and what would be your proposed possible fixes?

#2

Xeviat-DM

Aug 27, 2014 0:02:52

I fully support attacks to break through a wall of force and force cage; I suppose you could say "magic weapons only", but I wouldn't make that distinction.

 

I'm down with your polymorph and contagion fixes.

#3

Kalani

Aug 27, 2014 0:45:50

Um...Walls of force are equally impenetrable from the outside.... It is not a wall of one-way force (which lets things pass through one side, but not the other). It is a wall of force. How pray tell is your wizard going to harm the creature you just gave an impenetrable shield to?

 

About the only thing which might work (subject to DM interpretation), are mind affecting spells, or spells which somehow originate within the dome itself. Fireball won't cut it. Nor would meteor swarm, disintergrate, or finger of death.... Well Disintergrate might work, but it would disintergrate the WoF first.

#4

1eejit

Aug 27, 2014 2:37:11

Offensive polymorph will be strong too. Polymorph that dragon into a giant shark, kiss 126hp goodbye.

#5

FallingIcicle

Aug 27, 2014 3:02:41

Kalani wrote:
#6

FallingIcicle

Aug 27, 2014 3:04:01

1eejit wrote:
(Reply to #6)

1eejit

FallingIcicle wrote:
#8

MightyZehir

Aug 27, 2014 4:30:06

  Spells are as broken as the DMs allow them to be. Even the Glyph of Warding can be broken as hell if the players decide to use their down time to make a bunch of them. Imagine a whole party of players with magical grenades , some even contain spells.

#9

Dane_McArdy

Aug 27, 2014 5:54:26

GladiusLegis wrote:
#10

Mecheon

Aug 27, 2014 6:02:44

MightyZehir wrote:
(Reply to #9)

1eejit

Dane_McArdy wrote:
#12

mellored

Aug 27, 2014 6:46:18

GladiusLegis wrote:
(Reply to #11)

Dane_McArdy

1eejit wrote:
#14

Lokiron

Aug 27, 2014 6:41:29
Cool, someone made my list of known spells for me
#15

Yunru

Aug 27, 2014 6:51:18

True Polymorph is *the* save or die against solos IMO. Or more specifically "Save or Brick". Provided you can concentrate on it for an hour.

#16

Thoughts_My_Aim

Aug 27, 2014 6:58:04

I'm not sure Polymorph is as bad as it seems - yes a single CR X creature is a suitable challenge for a Level X party, but that doesn't mean that it is four or five times as powerful as a level X PC, it means that a party of level X PCs are expected to be able to kill it with reasonable expenditure of resources. I'd argue that this makes a CR X creature *about as powerful* as a level X PC.

 

Wild Shape is a little bit different (especially at max level, where a druid can use it at will). A 20th level Moon Druid would be indestructible if they could keep wildshaping into fully healed, CR-appropriate creatures. And a Druid can cast spells in wildshape at mid-high levels.

 

I'd agree with those who say Wall of Force should block spellcasting. 

#17

Yunru

Aug 27, 2014 7:03:21

Thoughts_My_Aim wrote:
#18

dmgorgon

Aug 27, 2014 7:16:36

Dane_McArdy wrote:
#19

Thoughts_My_Aim

Aug 27, 2014 7:20:04

Yunru wrote:
#20

mellored

Aug 27, 2014 7:22:07

Yunru wrote:
#21

Yunru

Aug 27, 2014 7:25:31

But can you build a house out of your defeated foes with Hold Monster? :P

More seriously, hold monster requires some party investment. True Polymorph just requires 1 hour of concentration. Which can vary in how much of a resource that is.

(Reply to #12)

MightyZehir

mellored wrote:
#23

AH_schulerta

Aug 27, 2014 7:30:39

If I was in a group and a Wizard wanted to permanently polymorph me into anything, I would not be to receptive. 

 

As a DM, I would not allow a caster polymorphed into a dragon to cast spells. 

#24

edwin_su

Aug 27, 2014 7:32:40

I used aminate object in a recent lvl 9 game and some of the other players thik it must be added to this list

(Reply to #24)

AH_schulerta

edwin_su wrote:
#26

Furion_Thamior

Aug 27, 2014 7:55:24

Legendary Resistance is a pretty hard counter to many save-or-die spells.

 

Not all creatures are going to have it, but the Big Bad almost certainly will -- meaning that you'll probably need to throw 5 or 6 save-or-lose/die spells at a big bad before you can actually get one through.

 

Even for a party of four casters it's difficult to say whether you'd be better trying to get a save-or-lose to stick or just hammering the big bad with Meteor Swarms. Especially since most big meaty foes have rather poor Dexterity saving throw values (though they alsot tend to have fire resistance too...)

#27

AH_schulerta

Aug 27, 2014 7:58:28

GladiusLegis wrote:
#28

Arithezoo

Aug 27, 2014 8:16:07

AH_schulerta wrote:
#29

spelley

Aug 27, 2014 8:20:51

I'd just make it "other" Constitution Saves for Contagion.

Arithezoo wrote:
#30

mellored

Aug 27, 2014 8:25:59

Yunru wrote:
(Reply to #28)

AH_schulerta

Arithezoo wrote:
#32

Eldren73

Aug 27, 2014 8:41:22

One of these days... ONE OF THESE DAYS... I'll understand why people are in an ongoing effort to nerf magic.

 

It's magic.  It's meant to break the rules.  It's meant to be powerful.  It comes at a cost.  It's a limited resource, unlike a weapon-based character, who can keep swinging that weapon until they're unconscious or dead at 0 hit points.

 

Let magic be magic.

 

This all started with the unnecessary nerf to Haste from 3.0 to 3.5, and it just hasn't stopped since.

 

People seem bound and determined to make spellcasters as un-fun to play as possible. 

#33

dmgorgon

Aug 27, 2014 8:49:09

Eldren73 wrote:
#34

mellored

Aug 27, 2014 8:51:23

Arithezoo wrote:
(Reply to #18)

eleran

dmgorgon wrote:
#36

Yunru

Aug 27, 2014 8:56:20

Wouldn't work, TP specifically states they keep their alignment and personality. Although nothing stops you from having their personality shift of course.

(Reply to #8)

Hailrobonia

MightyZehir wrote:
#38

Thoughts_My_Aim

Aug 27, 2014 8:57:52

Eldren73 wrote:
#39

Kalani

Aug 27, 2014 9:02:36

1eejit wrote:
#40

Eldren73

Aug 27, 2014 9:02:35

Thoughts_My_Aim wrote:
#41

Arithezoo

Aug 27, 2014 9:06:48

Eldren73 wrote:
#42

mellored

Aug 27, 2014 9:15:24

Arithezoo wrote:
#43

Eldren73

Aug 27, 2014 9:15:48

Arithezoo wrote:
(Reply to #39)

1eejit

Kalani wrote:
#45

edwin_su

Aug 27, 2014 9:24:06

GladiusLegis wrote:
#46

mellored

Aug 27, 2014 9:25:30

Eldren73 wrote:
#47

Thoughts_My_Aim

Aug 27, 2014 9:32:07

Eldren73 wrote:
#48

Centauri

Aug 27, 2014 9:35:53

MightyZehir wrote:
#49

Eldren73

Aug 27, 2014 9:40:35

Thoughts_My_Aim wrote:
#50

Centauri

Aug 27, 2014 9:50:40

mellored wrote:
#51

GladiusLegis

Aug 27, 2014 9:52:19

Eldren73, your series of rants is classic snowball fallacy. Nobody is suggesting nerfing magic in general in this game. It's a handful of spells. That's it. Your rants are off-topic and add nothing to the discussion, and I would appreciate it if you stopped posting in this thread unless you have something to contribute.

(Reply to #13)

GladiusLegis

Dane_McArdy wrote:
(Reply to #43)

Vikingkingq

Eldren73 wrote:
#54

Centauri

Aug 27, 2014 9:56:08

Dane_McArdy wrote:
#55

Yunru

Aug 27, 2014 10:05:37

Vikingkingq wrote:
#56

GladiusLegis

Aug 27, 2014 10:05:42

mellored wrote:
#57

mellored

Aug 27, 2014 10:06:23

I don't see what's so great about being a dragon.  Maybe if your fighting an ice queen in her flying ice castle and everyone wants fire breath sure, but otherwise, i'd rather the warlock keep his 4d10+20 at-will damage, the paladin his saving throw boosting aura, and the assassin his opening crits.

 

 

Using polymorph for the bucket load of hit points, then automaticly converting back with only a scratch?  That's probably OP.

#58

Centauri

Aug 27, 2014 10:11:42

Eldren73 wrote:
#59

Thoughts_My_Aim

Aug 27, 2014 10:22:41

Eldren73 wrote:
#60

mellored

Aug 27, 2014 10:37:34

GladiusLegis wrote:
#61

dmgorgon

Aug 27, 2014 10:29:49

eleran wrote:
#62

Karnos

Aug 27, 2014 10:32:19

Centauri wrote:
(Reply to #60)

GladiusLegis

mellored wrote:
#64

Centauri

Aug 27, 2014 10:50:53

dmgorgon wrote:
#65

autolycus

Aug 27, 2014 10:52:13

What is this "touch attack" people keep mentioning? I don't see any mechanic for that in 5e.

 

These spells require a melee attack. Let's call them what they are so as not to color the discussion with mechanics from a previous version.

#66

Yunru

Aug 27, 2014 10:58:58

autolycus wrote:
#67

EnglishLanguage

Aug 27, 2014 10:58:31

Contagion is pretty silly.

 

Just requires a melee hit, no save to keep the effect from happening(just saves to end the effect later, requires at minimum 3 saves).

Can impose disadvantage on the save needed to end it.

Dealing any damage at all to the target for at least the next 3 turns keeps it stunlocked. Again, no save allowed to stop this effect.

 

And while not broken, I find it hilarious that Bards are better smiters than Paladins, considering they can get the better smites far earlier.

#68

Centauri

Aug 27, 2014 11:02:27

Karnos wrote:
#69

mellored

Aug 27, 2014 11:03:47

GladiusLegis wrote:
#70

mellored

Aug 27, 2014 11:09:32

EnglishLanguage wrote:
#71

Centauri

Aug 27, 2014 11:10:32

Just the fact that there's even a basis for this kind of conversation is a depressing statement about 5e. Hey, there was poorly considered stuff in 4th Edition, but at least it was spread around rather evenly. There weren't just a few classes with monster-lock-down options. That's a problem for encounter design, of course, but at least the classes were relatively balanced by default. Now we're back to not just dealing with broken stuff, but broken stuff doled out to just some of the classes who then require special GM attention to rein them in. Fantastic.

#72

Eldren73

Aug 27, 2014 11:12:00

 

 

Noting that it's "a handful of spells" need nerfing feeds into the grander problem of people, over time from 3rd onward, wanting to continuously seek official nerfs (in the form of "balance adjustments" so they don't merely appear like they're complaining for complaint's sake) instead of just figuring out ways to work with the system presented by designers who, ostensibly, did all the footwork in figuring out balance to begin with.  It isn't to say they're incapable of mistakes, but I'm inclined to lean on their design results and expertise more than a subsection of players who may or may not be professional game designers, and are often just trying to find official support for a game at a power level they're personally comfortable with.  It's better the province of house rules in those kinds of scenarios.

#73

woif

Aug 27, 2014 11:19:32

Dane_McArdy wrote:
#74

Eldren73

Aug 27, 2014 11:22:35

Vikingkingq wrote:
#75

Karnos

Aug 27, 2014 11:28:22

Centauri wrote:
(Reply to #72)

Overpromises

Eldren73 wrote:
#77

dmgorgon

Aug 27, 2014 11:34:33

Centauri wrote:
#78

autolycus

Aug 27, 2014 11:35:22

Yunru wrote:
#79

mellored

Aug 27, 2014 11:44:54

autolycus wrote:
#80

Eldren73

Aug 27, 2014 11:45:53

Overpromises wrote:
#81

Yunru

Aug 27, 2014 11:46:11

No you said that touch attacks don't exist then accuse everyone in this thread of " color[ing] the discussion with mechanics from a previous version."

When in fact, it's your ignorance of Touch attacks existing as a thing in 5e. Hence the "Duh". Because it's obvious to anyone who reads/searches the rules.

In 5e a touch attack can be an auto-hit, a save spell or an attack roll. By saying they're just melee attacks you're spreading false information, which is reprehensible. 

Arcane Lock is relevent because it's a clear example of how you're wrong: It's a Touch spell that isn't "just a melee attack".

 

In short: It's you assuming that we're all wrong because you couldn't find something that I take issue with.

#82

mellored

Aug 27, 2014 11:52:12

Yunru wrote:
#83

GladiusLegis

Aug 27, 2014 11:59:24

Eldren73 wrote:
#84

autolycus

Aug 27, 2014 12:00:55

Yunru wrote:
#85

Yunru

Aug 27, 2014 12:12:07

Please. It's *you* who assumes when we talk of a Touch attack, we mean a Touch Attack, not an attack with range: touch.

#86

autolycus

Aug 27, 2014 12:19:42

Yunru wrote:
#87

Yunru

Aug 27, 2014 12:21:48

autolycus wrote:
#88

Centauri

Aug 27, 2014 12:25:52

Eldren73 wrote:
#89

mellored

Aug 27, 2014 12:41:50

Centauri wrote:
#90

Orethalion

Aug 27, 2014 12:44:30

Yunru wrote:
#91

Eldren73

Aug 27, 2014 12:52:50

GladiusLegis wrote:
#92

Thoughts_My_Aim

Aug 27, 2014 13:06:00

Centauri wrote:
(Reply to #91)

GladiusLegis

Eldren73 wrote:
#94

Centauri

Aug 27, 2014 13:30:52

Karnos wrote:
#95

Centauri

Aug 27, 2014 13:38:09

Thoughts_My_Aim wrote:
#96

awaken_D_M_golem

Aug 27, 2014 13:39:37

MightyZehir wrote:
#97

Eldren73

Aug 27, 2014 13:45:42

GladiusLegis wrote:
#98

Yunru

Aug 27, 2014 13:41:43

Eldren73 wrote:
#99

Centauri

Aug 27, 2014 13:47:01

GladiusLegis wrote:
#100

Mistwell

Aug 27, 2014 14:10:31

woif wrote:
(Reply to #97)

GladiusLegis

Eldren73 wrote:
#102

Eldren73

Aug 27, 2014 15:00:20

GladiusLegis wrote:
#103

Thoughts_My_Aim

Aug 27, 2014 15:05:26

Centauri wrote:
(Reply to #102)

GladiusLegis

Eldren73 wrote:
#105

danyc

Aug 27, 2014 15:12:20

mellored wrote:
#106

Mistwell

Aug 27, 2014 15:14:46

So it sure seems like there were good replies to every single one of these complaints.

 

1) Contagion: - OP failed to mention it requires successful melee spell attack (and of course follow-up damaging attacks each round to maintain the stun, which goes away likely after the third round).

 

2) Wall of Force: - OP mistakenly thought you can attack foes in the sphere.  You can't attack them, as much as they can't attack you. It breaks line of effect.

 

3) Forcecage: Same as Wall of force, you can't attack them. 

 

4) Polymorph: OP mistakenly thinks CR represents a foe able to fight the entire party - it does not mean that, it means roughly a foe able to fight one person, and examples in this thread demonstrate it's really slightly less powerful than not doing it.  

 

5) True Polymorph: OP mistakenly left out casting times, and impact of the spell physically changing your mind to be the thing you changed into, like changing your mind into that of a red dragon.

 

These are significant draw-backs and mistakes that are relevant.  None of these spells looks broken to me.

#107

Thoughts_My_Aim

Aug 27, 2014 15:20:14

Mistwell wrote:
#108

Eldren73

Aug 27, 2014 15:21:07

GladiusLegis wrote:
#109

Yunru

Aug 27, 2014 15:21:46

Mistwell wrote:
#110

Gnarl

Aug 27, 2014 15:22:36

Centauri wrote:
(Reply to #106)

GladiusLegis

Mistwell wrote:
#112

Mistwell

Aug 27, 2014 15:31:20

Thoughts_My_Aim wrote:
#113

GladiusLegis

Aug 27, 2014 15:32:01

@ Eldren73, at this point you are resorting to pure intellectual dishonesty, and I'm not going to waste any more of my time with your basic self.

#114

Karnos

Aug 27, 2014 15:32:32

Centauri wrote:
#115

Centauri

Aug 27, 2014 15:44:23

Thoughts_My_Aim wrote:
#116

Thoughts_My_Aim

Aug 27, 2014 15:45:16

Karnos wrote:
#117

mellored

Aug 27, 2014 15:58:59

So..

 

Contagion:  A bit strong for it's level, but not that much more powerful then hold monster.

 

Force:  Broken.  As long as you have more range then the enemy, you win.

 

Polymorph: OP due to gaining a full creatures worth of HP.

 

True Polymorph: Not OP, since you loose all your class features.

 

Leomunds Tiny Invulnerable Fortress:  Potentially broken.

 

Glyph of Spell Stacking:  Potentially broken.

#118

vacthok

Aug 27, 2014 16:00:06

I don't have the PHB yet, so I might be missing something, but with regards to Polymorph/True Polymorph, is it the case that the creature you turn into is limited to an equal or lower Challenge Rating as the creature you start off with?  If that's the case, then remember that a CR X monster, for example, is equal to *4 level X characters*.  It would follow that if you want to turn a level X character into an equal CR solo creature, you are limited to CR (X/4) creatures.  That would mean that at level 20, you can turn into CR 5 creatures.  Or, in other words, if you wanted to turn into a CR 16 adult dragon, you'd need to be level 48.

 

I don't think the "turn your party into dragons" exploit works, by RAW.

#119

GladiusLegis

Aug 27, 2014 16:00:08

Being a freakin' dragon > Any class feature you care to name (except Spellcasting, but that's why we are where we are in the first place)

#120

Thoughts_My_Aim

Aug 27, 2014 16:00:49

Centauri wrote:
#121

GladiusLegis

Aug 27, 2014 16:01:14

vacthok wrote:
#122

Mistwell

Aug 27, 2014 16:10:37

mellored wrote:
#123

mellored

Aug 27, 2014 16:16:04

Mistwell wrote:
#124

vacthok

Aug 27, 2014 16:22:43

GladiusLegis wrote:
#125

GladiusLegis

Aug 27, 2014 16:23:28

Mistwell wrote:
#126

Overpromises

Aug 27, 2014 16:23:51

Looking at these spells, it becomes critically important to have countermeasures:

 

  • Lesser Restoration or other similar spells can be used as a counter to Contagion.
  • Disintegrate can be used as a counter to Forcecage.
  • Dispel Magic can be used as a counter to Polymorph (even true polymorph after an hour concentrating is permanent rather than instantaneous).

Polymorph is not hugely overpowered (possibly somewhat at some levels due to mismatches between CR and equivalent level). Rather, Wild Shape is iffy in combat without Beast Spells, but cannot be removed by Dispel Magic.

(Reply to #124)

GladiusLegis

vacthok wrote:
(Reply to #126)

GladiusLegis

Overpromises wrote:
#129

vacthok

Aug 27, 2014 16:43:17

GladiusLegis wrote:
(Reply to #129)

GladiusLegis

vacthok wrote:
#131

vacthok

Aug 27, 2014 16:53:19

Okay =). That's the broken part then!

 

And actually, I think the brokenness with the dragon scenario comes mostly from giving the polymorphed PC access to Legendary Actions.  Without those, as others have pointed out, it's a more "even" trade considering you are giving up class abilities/spellcasting/etc.  The legendary actions, though, represent a significant power bump (since that is what they are designed to do).  Perhaps a house rule to restrict access to Legendary monsters and/or Legendary actions when Polymorphing?

#132

Eldren73

Aug 27, 2014 17:18:40

GladiusLegis wrote:
(Reply to #125)

eleran

GladiusLegis wrote:
(Reply to #125)

eleran

GladiusLegis wrote:
(Reply to #89)

yakuba

mellored wrote:
#136

GladiusLegis

Aug 27, 2014 17:52:47

Re: Wall of Force

 

Easily refuted, using its higher-level cousin Forcecage.

 

The box version of Forcecage specifies that no spells can pass through it. Has to specify it. Otiluke's Resilient Sphere, same thing. That's evidence that things don't block spells unless they say they do.

 

Wall of Force does not specify that, which is solid evidence that yes, indeed, you can cast spells through the Wall of Force.

#137

Eldren73

Aug 27, 2014 17:54:52

GladiusLegis wrote:
#138

GladiusLegis

Aug 27, 2014 17:56:17

Eldren73 wrote:
#139

GladiusLegis

Aug 27, 2014 18:30:51

But even assuming that Wall of Force does block stuff like Fireball and Ray of Frost — fine, I can see that argument since those are things that you hurl or you shoot from you — there's also spells like Chill Touch, which create the harmful effect right in the creature's space, and other spells whose effects start at the point of origin you select (e.g. Cloudkill, Flamestrike, Ice Storm). It's reasonable to assume Wall of Force does not block those.

#140

Orethalion

Aug 27, 2014 18:28:02

awaken_D_M_golem wrote:
#141

vacthok

Aug 27, 2014 18:36:48

Under the rules for Cover in the Basic PHB, it says that a creature has total cover if it is "completely concealed by an obstacle."  Furthermore, under the Target subsection of the Spells rules, it states that "to target something, you must have a clear path to it, so it can't be behind total cover" and that "if you place an area of effect at a point that you can't see and an obstruction, such as a wall, is between you and that point, the point of origin comes into being on the near side of the wall."

 

Following those two rules, I think it comes down to how the DM interprets an "obstacle" or an "obstruction."  In the case where you can't see the point or creature you are targeting, it seems clear that you can't target any effect inside the obstructions.  In the case where you *can* see the point or creature, then the DM could rule that "line of effect" (to borrow the term... I know it is not a 5e term, but it describes a useful concept) depends on either sightline path or a physical path.  I think a good thought experiment for these cases would be what if you ran into a creature inside a house made of transparent, mundane glass?  Does the creature have total cover?  From arrows? From spells? From both?

 

Whatever the case, I think it is clear that unless explicitly said otherwise, any "line of effect" should work in both directions.  Anything that you can do to the creature inside the cage/wall/whatever, it should be able to do right back to you (provided it is capable of doing so, ofc).

#142

mellored

Aug 27, 2014 18:38:58

GladiusLegis wrote:
#143

GladiusLegis

Aug 27, 2014 18:59:45

vacthok wrote:
#144

seti

Aug 27, 2014 19:16:52

Sorry I'm late to this discussion.

 

my 2 cp:

 

Magic users as a whole were underpowered, then fine, then over powered as they leveled up in 1e, 2e, 3e, 3.5e. That was just bad design, sacred cows, no respect for balance in a game, and such.

4e (and to a much lesser extent, PF) fixed that. 5e seems to have mostly kept it fixed too. If anything actually comes up in my group, I'll just deal with it. I have no problem nerfing spells if they prove too powerful. I don't want casters to be less cool, I want weapon-users to be more cool, LOL.

 

Over powered spells only become an issue if a selfish player abuses loopholes. No one I play with does that, so I really don't care. I don't do it when I DM, either. Even with some big bad end of campaign boss like a 5e Lich. I want my PC's to win. It's not a me against them game. Sure, I don't make it easy, but I'd never purposefully screw my PC's over with impossible to win situations, TPKs, obscure puzzles only I can solve (because I have the solution already), etc.

 

It's not just wizards. Clerics, bards, sorcerers, druids, and warlocks might have balance and loophole-abusing issues too. It'd take a lot of playing and studying to uncover it all. Even then, an issue or abuse might be table-specific and not a 5e-wide problem. One thing I know for sure though; rogues, rangers, fighters, monks, barbarians, and paladins aren't in danger of breaking encounters or whole campaigns with their abilities.

 

 

#145

vacthok

Aug 27, 2014 19:44:25

As a DM, if my players ever started abusing wall of force (ie. using it to trivialize any non-magical threat), I'd probably rule that each time spell energy crosses the wall (and for these purposes, picking a point inside the wall counts as sending energy through the wall), I'd make a roll against a DC 8 + the spell's level, and on a failed roll say that the arcane energies interfered with one another and caused the wall to dissapate.

 

Or rule that on a failed check, the spell fizzles.  Or that a failed check causes an arcane feedback that damages the caster for 1d8.

 

It'd depend on how much the players are cheesing the system, I guess.

#146

DLfan

Aug 27, 2014 19:59:39

GladiusLegis wrote:
#147

Kalani

Aug 27, 2014 20:48:32

EnglishLanguage wrote:
(Reply to #147)

seti

Kalani wrote:
#149

jefersonlucas

Aug 27, 2014 22:31:21

@seti your post made my day better kkkkkkkkkkk

#150

DLfan

Aug 28, 2014 0:45:18

Eldren73 wrote:
#151

Lady_Auralla

Aug 28, 2014 0:50:45

DLfan wrote:
#152

DLfan

Aug 28, 2014 0:59:53

Vikingkingq wrote:
#153

DLfan

Aug 28, 2014 1:05:13

Lady_Auralla wrote:
#154

Mecheon

Aug 28, 2014 1:19:16

DLfan wrote:
#155

Novacat

Aug 28, 2014 1:24:47

Mecheon wrote:
(Reply to #150)

Azzy1974

DLfan wrote:
#157

Thoughts_My_Aim

Aug 28, 2014 3:23:52

GladiusLegis wrote:
#158

Telfiel

Aug 28, 2014 5:41:58

Lady_Auralla wrote:
#159

mellored

Aug 28, 2014 6:10:08

Fixes:

 

Contagion: Slimy doom is vulnerable to physical damage.

Wall of Force: Blocks spells, has 100 hit points, immune to force damage.  +25 HP for each additional spell level

Force Cage: Blocks spells that don't go though bars, and 200 hit points, immune to force damage.  +50 HP fro each additional spell level.

Polymorph: All damage taken carries over.  You can die when reverting back.

True Polymorph: All damage taken carries over.  You can die when reverting back.

#160

Thoughts_My_Aim

Aug 28, 2014 6:27:05

mellored wrote:
(Reply to #160)

1eejit

Thoughts_My_Aim wrote:
#162

dmgorgon

Aug 28, 2014 6:31:04

GladiusLegis wrote:
#163

mellored

Aug 28, 2014 6:38:07

Thoughts_My_Aim wrote:
#164

Thoughts_My_Aim

Aug 28, 2014 6:55:03

1eejit wrote:
#165

NimrodVanHall

Aug 28, 2014 8:01:27

edwin_su wrote:
#166

Eldren73

Aug 28, 2014 8:13:05

In relation to the arguments about specific prohibition in spell description, it isn't unreasonable to conclude that where no specific prohibition exists, Rule Zero takes over.  I realize it provides across-the-board inconsistency (which ultimately shouldn't matter, as a very solid 99% of the participants in these forums are not going to play with each other at the same table), as opposed to the "we have a rule for everything" approach of 3rd Edition or the "all powers are ultimately equal in capability at all times" approach of 4th Edition.

 

The wording of True Polymorph as Nimrod just quoted seems pretty straightforward: if you use it to change into a dragon, you gain all the dragon's game statistics, retaining only your own alignment and personality.  This would seem to include any Legendary or Lair abilities said dragon gets.  A Dungeon Master could decide that's too much power for a player to have from a single spell, but then you start entering into the territory of the most-argued spell in all of D&D history: Wish.  At the end of the day, a player can do whatever their Dungeon Master lets them do.

 

As for Wall of Force... I think some general common sense would apply with it: you wanna throw a Fireball through it?  Nope.  You wanna cast Charm Person through it?  Yep.  You wanna dump Cloudkill in the area, and then put Wall of Force up around it?  Have at it.  They can't move out of the deadly cloud unless they can somehow bypass the Wall of Force.

 

Which typically requires something like teleportation or Disintegrate.  Thing is, most spellcasters, in the name of generally intelligent strategy, don't just try to pin down another spellcaster.  They usually try to remove their spellcasting ability or otherwise neutralize them.  Spellcasters are rarely limited by mere space.  :P

#167

edwin_su

Aug 28, 2014 8:42:52

Thoughts_My_Aim wrote:
#168

Thoughts_My_Aim

Aug 28, 2014 8:46:34

NimrodVanHall wrote:
#169

Thoughts_My_Aim

Aug 28, 2014 8:49:39

edwin_su wrote:
#170

mellored

Aug 28, 2014 9:22:22

Thoughts_My_Aim wrote:
#171

Thoughts_My_Aim

Aug 28, 2014 9:29:01

mellored wrote:
#172

spelley

Aug 28, 2014 9:33:42

ME: @mikemearls question from the forums: Can you cast spells through a Force Cage? How about through a Wall of Force? I'd say no but it's vague

MIKE: @spelley nope, blocks it. in general, if something blocks physical objects it also blocks spells.

#173

Eldren73

Aug 28, 2014 9:56:48

spelley wrote:
#174

eleran

Aug 28, 2014 10:13:48

I tweeted Mike Mearls about Wall of Force since the OPs thinking is #crazyforcocoapuffs.

 

  1. @mikemearls Is there a line of effect in D&D and does Wall of Force block it?

#175

GladiusLegis

Aug 28, 2014 10:31:17

Eldren73 wrote:
#176

mellored

Aug 28, 2014 10:36:34

GladiusLegis wrote:
(Reply to #176)

GladiusLegis

mellored wrote:
#178

mellored

Aug 28, 2014 10:44:30

GladiusLegis wrote:
#179

Centauri

Aug 28, 2014 10:49:00

Thoughts_My_Aim wrote:
(Reply to #179)

GladiusLegis

Centauri wrote:
#181

GladiusLegis

Aug 28, 2014 11:00:45

Bottom line is that "common sense" has no bearing on RAW. Any application of "common sense" on an ambiguous rule or spell description heads into RAI and Rule Zero territory, but arguing that is the DM's job and not the job of those who write the rules is just plain and simple Oberoni Fallacy.

#182

Centauri

Aug 28, 2014 11:02:41

GladiusLegis wrote:
#183

DemoMonkey

Aug 28, 2014 11:13:41

Or, the design goal is emergent gameplay.

 

Table 1 will decide the spell or interaction works one way, which is what the designers were thinking.

 

Table 2 will decide it works another way, completely differently from what the designers were thinking.

 

Both tables are right.

#184

Centauri

Aug 28, 2014 11:19:55

DemoMonkey wrote:
(Reply to #175)

Overpromises

GladiusLegis wrote:
#186

DemoMonkey

Aug 28, 2014 11:22:10

Good pun, bro.

#187

spelley

Aug 28, 2014 11:24:39

Centauri wrote:
#188

Centauri

Aug 28, 2014 11:30:02

spelley wrote:
#189

Centauri

Aug 28, 2014 11:36:36

Instead of reading spells in the most powerful way possible, wizard players could try what fighter players are forced to do: assume that stark mundanity takes precedence, and if you want to do something awesome, ask your GM for permission. Hey, that's expected to be fun for fighter players, so why wouldn't it be fun for wizard players? You trust your GM, right? If not, you must have a very unstable table dynamic.

#190

Eldren73

Aug 28, 2014 11:47:58

Centauri wrote:
#191

Amerikajin

Aug 28, 2014 12:04:32

I'm AFB at the moment, but as I understand it, the druid's wild shape class feature acts as a hit point buffer, but polymorph / true polymorph do not (at least, I don't remember the same language appearing in those spell descriptions).  So if you get reduced to 0 HP or killed while Polymorphed, you revert to your normal form, and you're still at 0 HP or dead, as appropriate.  Thus, you can True Polymorph a dragon into a slug and step on it, and the dragon stays dead rather than just losing a handful of HP.  This would make True Polymorph the level 9 offensive spell it meant to be, and prevent either polymorph spell from being a glorified hit point buffer.

 

Can somoene with access to the PHB confirm / deny?  I could be remembering wrong.

 

Also, good luck killing a 20th level druid with unlimited wild shapes per day!

#192

mellored

Aug 28, 2014 12:12:38

Amerikajin wrote:
#193

dmgorgon

Aug 28, 2014 12:18:49

GladiusLegis wrote:
#194

mellored

Aug 28, 2014 12:21:16

Why don't we just acknowlage there is a disparity between the writing and intent.

#195

Centauri

Aug 28, 2014 12:23:30

mellored wrote:
#196

Eldren73

Aug 28, 2014 12:31:59

Centauri wrote:
#197

mellored

Aug 28, 2014 12:39:32

Centauri wrote:
#198

Mistwell

Aug 28, 2014 12:57:09

GladiusLegis wrote:
#199

Amerikajin

Aug 28, 2014 13:06:53

mellored wrote:
#200

Centauri

Aug 28, 2014 13:15:09

mellored wrote:
#201

mellored

Aug 28, 2014 13:30:54

Amerikajin wrote:
#202

Kalani

Aug 28, 2014 14:24:49

Centauri wrote:
#203

Centauri

Aug 28, 2014 14:07:35

Kalani wrote:
#204

Grifford

Aug 28, 2014 14:58:05

ITT:

 

dispute over something obvious

get definitive response from Mearls

ignore Mearles because cynicism resembles intelligence

continue pissing into the wind

 

That's you guys. That's what you're like.

 

.

(Reply to #152)

Vikingkingq

DLfan wrote:
(Reply to #194)

yakuba

mellored wrote:
(Reply to #195)

Azzy1974

Centauri wrote:
#208

Centauri

Aug 28, 2014 16:12:07

yakuba wrote:
#209

Centauri

Aug 28, 2014 16:14:32

Azzy1974 wrote:
#210

spelley

Aug 28, 2014 16:38:18

Maybe Polymorph effects are just very difficult to balance due to their nature, and writing it "properly" to handle all side cases would require a second PHB: Polymorph Handbook.

(Reply to #208)

yakuba

Centauri wrote:
#212

DLfan

Aug 28, 2014 22:46:17

Vikingkingq wrote:
#213

DLfan

Aug 28, 2014 22:52:31

Centauri wrote:
#214

Centauri

Aug 29, 2014 0:01:38

DLfan wrote:
#215

Centauri

Aug 29, 2014 0:07:05

yakuba wrote:
#216

danyc

Aug 29, 2014 0:14:38

IMO, the necessary fixes:

 

Contagion: No granting disadvantage to its own save, and successful saves suspend the effect.

 

Reasoning: The disadvantage to own save just makes it mathematically ridiculous for most creatures. It also makes one usage of a multi-use spell the vastly superior option, which is boring. The 'saves suspend' thing is necessary to preserve what is essentially uniform across all other spells: you get a save to end the effects. Contagion is still special in that you have to pass multiple saves over time, but it's no longer an automagic 3-round duration. That's nearly the duration of a combat, and it's silly. I know some people are in the 'lol its fine if the caster kills the BBEG with one spell, its MAGIC, why should the fighter contribute' camp, but that's not the game design of the edition and this spell singularly ignores that design in a glaring way for no obvious reason (why is contagion, a 5th level necromancy spell, a better save-or-die effect than finger of death, a 7th level necromancy spell?). If you want easy, no-setup, save or die cheese, please go play 3.5 or earier.

 

Polymorph: Scale the achievable level by spell slot (4th = CR 3 or less, +1 CR/spell slot level), and include the druid's text restricting lair and legendary abilities.  

 

Reasoning; The spell's scaling is totally beyond the magnitude of any other effect. Changing it to scale by spell slot is in line with other spells, and the range of levels actually still works out to be a little faster than druids (because its a resource ability) but not blow them out of the water. Without this reduced scaling, the hitpoints you get grossly outpace even fighter or barbarian hp or cleric healing, and the access to relatively high level monsters of unlimited class is just unreasonable.  Look at the Hydra at level 10, and imagine that supported by player healing (and before people bring up Concentration checks, you can cast it on a different party member and retain your own War Caster feat while hiding in the back line).

 

Force Spells: Give them HP (or possibly make them breakable with very high strength check DCs).  

 

Reasoning: Otherwise they're just a simplistic counter to non spellcasters and that's dull. They can be very resillient, but making them unbreakable is too much of a 'magic wins, everyone else drools' situation. 

 

My feelings are actually mixed on things like True Polymorph. I feel that falls into something of a category like wish, in that it's clearly overpowered, but in a way that is handled narratively more than via rules balance.

#217

autolycus

Aug 29, 2014 3:08:30

None of these are problems with a reasonable DM and a reasonable social contract.

 

If you don't have these, you have larger problems than a few spells and what are you doing at that table? 

#218

Thoughts_My_Aim

Aug 29, 2014 3:16:34

autolycus wrote:
#219

Brock_Landers

Aug 29, 2014 3:17:04

GladiusLegis wrote:
#220

Thoughts_My_Aim

Aug 29, 2014 3:27:12

Brock_Landers wrote:
#221

autolycus

Aug 29, 2014 3:30:46

Thoughts_My_Aim wrote:
(Reply to #216)

Azzy1974

danyc wrote:
(Reply to #217)

Azzy1974

autolycus wrote:
#224

Thoughts_My_Aim

Aug 29, 2014 3:52:46

autolycus wrote:
#225

autolycus

Aug 29, 2014 4:00:15

Azzy1974 wrote:
#226

Brock_Landers

Aug 29, 2014 4:00:33

Thoughts_My_Aim wrote:
(Reply to #223)

MightyZehir

Azzy1974 wrote:
(Reply to #225)

Azzy1974

autolycus wrote:
#229

Thoughts_My_Aim

Aug 29, 2014 4:31:53

MightyZehir wrote:
(Reply to #227)

Azzy1974

MightyZehir wrote:
(Reply to #215)

yakuba

 

 

Edited: Stupid post that contributed nothing to the conversation.

 

 

#232

Thoughts_My_Aim

Aug 29, 2014 4:41:51

Azzy1974 wrote:
(Reply to #232)

Azzy1974

Thoughts_My_Aim wrote:
(Reply to #43)

LordVonDerp

Eldren73 wrote:
#235

Brock_Landers

Aug 29, 2014 5:19:20

yakuba wrote:
#236

mellored

Aug 29, 2014 5:29:54

Centauri wrote:
#237

mellored

Aug 29, 2014 5:45:40

danyc wrote:
#238

dmgorgon

Aug 29, 2014 7:10:00

Centauri wrote:
#239

Sorxores

Aug 29, 2014 7:46:04

Contagion create a NORMAL NATURAL diseases so a paladin lvl 1 with lay on hand can cure the desease spending 5 HP from it's LoH. all the creature that are immune to disease are immune to this spell, (warforged from the playtest was immune to disease) Monk lvl 10 are immune to disease, paladin lvl 3 are immunte to disease, a land circle druid lvl 10 is immune to disease, Lesser restoration (spell lvl 2) can cure it.

 

So a spell lvl 5, require 9 level in Cleric or Druid (multiclass will get it later) and build to be able to go in melee range against the big bad scary monster is countered by:

-2 class lvl 10 is immune to it,

-1 class is immune at level 3

-a level 1 ability able to cure it

-a spell lvl 2 that bard, cleric, druid can learn at level 3; Paladin and ranger can learn it at level 5. and is part of the domain list for life cleric and Devotion paladin

Then it's still a spell so wizard, sorcerer, warlock, EK and AT can also dispel magic it (within 7 days) or counterspell it.

 

the big legendary/solo monster who might not have access to class level or spells, have legendary resistance and will probably have some immunities. and or could have a support character (a cleric lvl 3) to support heal and heal him from diseases

 

and I'm sure we'll get some magical item that will offer disease immunity. So what is the big deal?

 

True polymorph, take 10 downtime day to transform your party into gold dragon, then send them in the underdark, passing in tunnel just big enought for large creature (dragon are huge right?

 

and remember a the CR of a monster is suppose to be an adequate challenge to a party of the same level. This mean your party will have to use ressources to defeat him, your spellcaster will ahve to use some high level spell, he cannot just use cantrip, the fighter might have to use second wind or action surge or some maneuver to defeat it, not just basic attack, but they are not required to use all there ressource (the spellcaster will still have more high level spell, the fighter will still ahve maneuvers/actions urge available) the monster will cause some HP damage, but shouldn't be able to kill anyone (HP is a ressource). Just for fun, make a fighter lvl X fight an other fighter lvl X and Im sure they will spend more ressource during that fight, then a fighter against a creature with a CR equal to the fighter level (choose a creature with similar power to a fighter, like a minotaur or something like that, we are not looking at weakness or speciality)

 

and even if you transform the fighter into a minotaur so he gain a massive boost to strenght (I didnt saw monster stat yet, so let' sassume it coul dbe a good idea), well when you go back in town, you need to convince the inn keeper to let a minotaur stay in his establishement? when you go meet the king to receive your next mission, you need to convince the guard to let a minotaur pass. I mena we are talking about a world where even if Drow, tiefliing and half orc did there proof and show that they can be good align (therefor are in the PHB) they are still stigmatize for there race. and now you want to transform a player in a race that is not even in the PHB, who will be even rarer in town then drow/teifling*half orc? Remember the DnD world is EXTREMLY racist, where monster get killed on SIGHT, you see goblin, very few will say, let's go talk to them see what they are doing, no you cast fireball from 150ft away and look at them burn, even if they were not doing mischief at this moment. so what will happen when the guard of a town will see a minotaur following the party? even worse, what will happen when the town guard see an group on monster approaching? they will attack on sight, sound the alarm, and now your party need defeat the town, without killing them or they will becoem evil (the town is still good, they are just doing what any good guard should do, kill monster approaching there town.

 

Yes in a white room, true polymorph is super powerfull, but in the game, if you polymoprh in a creature bigger then medium, well most adventure are written for medium size player so you might not be able to go further. If your polymorph permanently into a monster, youneed to deal with all the racism of the world against that monster. yes in combat your unstopable, but outside of combat it might be harder to do something.

#240

Eldren73

Aug 29, 2014 7:39:37

Centauri wrote:
#241

Thoughts_My_Aim

Aug 29, 2014 7:41:59

Sorxores wrote:
#242

Eldren73

Aug 29, 2014 7:52:54

Thoughts_My_Aim wrote:
#243

mellored

Aug 29, 2014 7:57:49

Thoughts_My_Aim wrote:
#244

Krux

Aug 29, 2014 8:26:45

Forgive me if this has been said in the seven pages of discussion. Since there are no rules for playing a monster as a PC doesn't it take DM fiat to maintain control of your PC once you've permanently become a monster? If it does isn't that and the need for concentration when used in combat the balancing factor on True Polymorph?

#245

mellored

Aug 29, 2014 8:44:23

Krux wrote:
#246

autolycus

Aug 29, 2014 8:46:55

If the main concern here is that a 9th level spell may be too powerful then I think 5e got things right.

#247

Orethalion

Aug 29, 2014 8:48:52

Centauri wrote:
#248

ChrisCarlson

Aug 29, 2014 9:07:56

Orethalion wrote:
#249

danyc

Aug 29, 2014 10:35:17

Sorxores wrote:
(Reply to #242)

Azzy1974

Eldren73 wrote:
#251

Eldren73

Aug 29, 2014 11:19:49

danyc wrote:
#252

Brock_Landers

Aug 29, 2014 11:20:39

Azzy1974 wrote:
#253

Eldren73

Aug 29, 2014 11:26:59

Azzy1974 wrote:
#254

Fantasyfilmsman

Aug 29, 2014 11:37:20

True Polymorph in my opionion is not broken.  Doing it to another creature that said creature gets a save.  Legendary creatures will shrug off the spell like a horse swats flies with its tail. You get one shot with it. Plus to make it permanent you need to hold concentration for an hour or the spell breaks. If you do this in combat against another legendary or high CR monster then good luck holding this spell on for long.  After said hour the spell becomes permanent. If a player character wishes to give up 17 levels they just worked up to to become a Dragon go ahead.  Good luck doing anything worth while except change the nature of the campaign (which could lead to some very interesting things).  I mean Clerics at this level can bring dudes 200 years old from death back completely as if nothing ever happend to them or Gate to another plane and suck any creature they want there and heal 700 HP with a wave of their hands. Sounds about right for a Wizard to try and alter a creature. Good luck with that save though. 

#255

danyc

Aug 29, 2014 12:53:02

Eldren73 wrote:
#256

EnglishLanguage

Aug 29, 2014 13:16:20

Not neccesarily something broken, but a humurous rules quirk that lets you possess the BBEG with a horse.

 

First, the Find Steed spell. Lets you summon a spirit in the shape of a mount that's "unusually intelligent, strong, and loyal." It gets INT 6 if the form it's absed on had less, and the important part....

 

"While mounted on your steed, you can make any spell you cast that targets only you, you also target your steed."

 

Now the second half is Magic Jar. If you recall that's the spell that lets you put your soul in a jar and possess other people with it. The important part HERE.

 

"Range: Self"

 

So target yourself and you spirit horse, souls get sucked into the ajr, you hop abck to your own body, bring the jar to the BBEG and bam, the horse is in his body now.

 

Of course he has to fail the save, but it's still funny.

#257

EnglishLanguage

Aug 29, 2014 13:18:54

Eldren73 wrote:
#258

Centauri

Aug 29, 2014 13:59:19

mellored wrote:
#259

Centauri

Aug 29, 2014 14:06:13

Krux wrote:
#260

Orethalion

Aug 29, 2014 14:07:40

Centauri wrote:
#261

Orethalion

Aug 29, 2014 14:09:32

Centauri wrote:
#262

Thoughts_My_Aim

Aug 29, 2014 15:25:43

Centauri wrote:
(Reply to #252)

Azzy1974

Brock_Landers wrote:
#264

Centauri

Aug 29, 2014 15:47:08

Thoughts_My_Aim wrote:
#265

Brock_Landers

Aug 29, 2014 15:48:19

Orethalion (I do like Ore, and Thalion,Tolkien), you are rocking the shite in this one, seriously, you are like the wind instrument to my voice.

#266

Brock_Landers

Aug 29, 2014 15:50:33

Azzy1974 wrote:
(Reply to #253)

Azzy1974

Eldren73 wrote:
#268

Brock_Landers

Aug 29, 2014 15:57:50

Azzy1974 wrote:
#269

Orethalion

Aug 29, 2014 16:01:07

Azzy1974 wrote:
(Reply to #269)

Azzy1974

Orethalion wrote:
(Reply to #268)

Azzy1974

Brock_Landers wrote:
#272

Brock_Landers

Aug 29, 2014 16:21:40

Azzy1974 wrote:
(Reply to #272)

Azzy1974

Brock_Landers wrote:
#274

Brock_Landers

Aug 29, 2014 16:23:21

Azzy1974 wrote:
#275

Brock_Landers

Aug 29, 2014 16:24:06

Azzy1974 wrote:
#276

Shasarak

Aug 29, 2014 16:37:07

LordVonDerp wrote:
(Reply to #274)

Azzy1974

Brock_Landers wrote:
#278

Shasarak

Aug 29, 2014 16:42:31

Brock_Landers wrote:
(Reply to #275)

Azzy1974

Brock_Landers wrote:
#280

Brock_Landers

Aug 29, 2014 16:52:54

Azzy1974 wrote:
#281

Brock_Landers

Aug 29, 2014 16:54:52

Azzy1974 wrote:
#282

Orethalion

Aug 29, 2014 16:56:44

Brock_Landers wrote:
(Reply to #281)

Azzy1974

Brock_Landers wrote:
#284

Brock_Landers

Aug 29, 2014 17:06:31

Orethalion wrote:
#285

Brock_Landers

Aug 29, 2014 17:09:33

Azzy1974 wrote:
(Reply to #285)

Azzy1974

Brock_Landers wrote:
#287

mellored

Aug 29, 2014 17:48:59

Centauri wrote:
(Reply to #287)

Azzy1974

mellored wrote:
#289

Centauri

Aug 29, 2014 18:03:05

mellored wrote:
#290

Thoughts_My_Aim

Aug 29, 2014 18:17:40

Centauri wrote:
#291

mellored

Aug 29, 2014 18:23:08

Centauri wrote:
#292

Centauri

Aug 29, 2014 18:24:54

Thoughts_My_Aim wrote:
#293

Orethalion

Aug 29, 2014 18:57:19

Brock_Landers wrote:
#294

Gnarl

Aug 29, 2014 18:37:28

@Centauri: What kind of balance issues are you having? I wouldn't mind if you could give us a few examples (or post numbers if you already have).

#295

Centauri

Aug 29, 2014 18:49:02

mellored wrote:
#296

mellored

Aug 29, 2014 18:54:11

Centauri wrote:
#297

animeus

Aug 29, 2014 19:01:42

mellored wrote:
#298

Wayside

Aug 29, 2014 19:03:49

I didn't take the time to read the entire thread, but wall of force provides total cover, and you can't target spells through total cover. Forcecage goes out of it's way to specify that you can't cast spells into/out of it because it has gaps in it's default form.

#299

mellored

Aug 29, 2014 19:04:53

animeus wrote:
(Reply to #299)

danyc

I can only imagine that many of the worst offenses of 4e and the eventual free action nerf helped inspire the bonus action rule in its current form.

(Reply to #299)

Azzy1974

mellored wrote:
#302

randl

Aug 29, 2014 20:56:33

With all the other comments, not sure if we are sitll discussing problomatic Spells.  Personally, I am having a time wrapping my mnd around Antipath/Empathy with its 10 day duration.  Seems like you could just cycle through 8 most common intelligent creatures and adventure the other two for an almost constant fear effect ore lure to the fighter.  Chaotic use of True Polymorph, 8 days in a boatyard with a herd of cows for food = massive increase in the dragon population.  How about spending any number of days less than thirty Awakening a forest for a small army (charmed for 30 days).

#303

danyc

Aug 30, 2014 2:15:42

randl wrote:
#304

Brock_Landers

Aug 30, 2014 2:48:26

Orethalion wrote: