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View Full Version : under or over powered spells (3.5 help)



inuyasha
2013-07-03, 04:32 PM
Im going to be designing a new magic system and I want to know: what spells are over or underpowered for their level and why?

navar100
2013-07-04, 06:58 PM
The Mass Cure Wounds spells are underpowered for their level. While it's nice to heal more than one party member at a range, the amount healed per spell is not worth the spell slot used. If they were all two levels lower then they'd be alright. Mass Cure Critical Wounds as a 6th level spell is good for emergencies long enough until you can cast Mass Heal. Mass Cure Light Wounds as a 3rd level spell is good for mid-level emergencies and end of the day out of combat healing efficiency, especially as a wand.

The Mass Ability Score enhancements - Bull's Strength, Bear's Endurance, etc., are also underpowered for their level because by the time you can cast them party members tend to have ability score enhancement items anyway, so they're of no use. Two levels lower as 4th level spells would fit.

Meteor Storm got nerfed from previous incarnations only legacy keeps it as a 9th level spell. At best it's an 8th level spell, and 7th is not too hard a stretch.

Not me personally, but some people hate Fly and Teleport as too powerful. Bumping Fly two levels and Overland Flight one level would have them see less use but when used be at perhaps a more appropriate level of play. The Teleportation spells can be reversed. Teleportation Circle is a 5th level spell. You can only teleport from a specific location to another specific location and cannot be changed. Teleport is a 7th level, enabling you to teleport anywhere from anywhere but dangerous if you don't know where. Greater Teleport is a 9th level spell. Poof, you're there, appropriate for such high level play.

Wish should not cost XP for the safe uses.

Douglas
2013-07-04, 07:08 PM
Wish should not cost XP for the safe uses.
Except the ones that provide permanent possessions or bonuses. Namely, creating non-magical items, creating or improving magic items, and granting inherent ability score bonuses.