| Douglas Muir 406 |
There are a bunch of these IMO. Some of them are 1st level spells, but that's forgivable -- Mage Armor might be a bit overpowered, but that's probably necessary in order to keep low level arcane casters alive. But once you get past first level, there are several that stand out.
Invisibility -- a major game-changer. And a third level character can cast it four times per day!
Fly -- another game-changer, allowing PCs to bypass or ignore a whole range of possible traps and problems. Also makes two of the coolest second level spells (levitate and glide) completely meaningless. 2nd edition had a cruel but fun nerf for this: fly was dispellable. 3.x and PF replaced this with "you float gently to the ground", which nerfs the nerf.
Haste -- just too powerful for its level. Works as a fourth level spell, sure.
I'm sure there are plenty of others. Thoughts?
Doug M.
| Trikk |
In general, I'd like to try a game where most utility spells are higher level and most damage spells are lower level.
Examples of spells that might be too low (just from the wizard list):
1 - Color Spray, Grease, Obscuring Mist, Ray of Enfeeblement, Expeditious Retreat
2 - Resist Energy, Invisibility, Blindness/Deafness, Spider Climb
3 - Fireball, Haste, Fly
Fireball is the only damage spell I see every caster with access to it take. It's just so powerful to throw your caster level D6 at a group of enemies at 400+ feet range in a standard action. Extended Color Spray, despite its HD limitation, is still a great option at higher levels. Stun condition makes you drop everything in your hands, among other things.
Grease is almost always effective and has a bunch of uses. Obscuring Mist and Expeditious Retreat can get you out of most low level troubles, and still a lot of higher level situations too. Invisibility is the same level as See Invisibility. That's weird to me. Blindness/Deafness against a BBEG is basically a permanent Mass Greater Invisibility. Spider Climb and Fly gets you around most environmental hazards.
The problem I see with casters is that not only do they gain more and more stuff to use each day, but almost every single spell scales as you level, at least up to a point. At lower levels you can be very resource limited, especially if you have a low caster stat, but that problem shrinks as you level. GMs always have to be aware of what spells you have access to, it's much more important than to keep track of feats and skills in the party.
| Weables |
The only spell I see in this thread with a reasonable arguement is haste.
The others are arbitrary travel based spells. Fly, teleport, that sort of thing could realistically be put at any level, as long as the CR challenges of that level expected you to have them. There's no 'right' level for these spells, beyond the fact that its a good idea to have fly vs a lot of CR 6-7 monsters. Thus, its perfect where it is.
Invisibility? Not particularly powerful, since it's defeated by a cantrip (detect magic) and breaks on attack. Greater invis is the powerful one, and sits fine at level 4.
| Fergie |
Protection from Evil is a little too powerful - stops all mind control and blocks summoned creatures.
Hold Person is way too powerful. I'm not a big fan of spells that are lower level because they only affect one creature type - Looking at you dominate person!
Blindness is too powerful for second level.
Mirror image might be too good, but is fairly harmless.
Improved invis and a sneak attacker can be a devastating combo.
The power of summon spells varies on campaign balance, but summons can be VERY powerful and disruptive to the game.
There are also a few spells like wall of thorns and spikestone (spike growth?) that seem remarkably powerful for their spell level.
| Sloanzilla |
I love haste, I just think making it a level 4 spell would be very reasonable.
I don't let detect magic pick up anything on invisibility. I don't care what any pathfinder inventor or rules lawyer people have said- a spell that magically makes you unseen also hides the magical aura you give off. The magical people who magically designed the spell would have made sure of it.
I feel very strongly abou this.
| Trikk |
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i love haste. and i beleive it's a little overrated. much like fly, invisibility and black tentacles. there are dozens of counters to invisibility, flight can be stopped by lower indoor ceilings or other flying creatures, and black tentacles fails to discriminate between friend and foe.
This is just wrong. First of all, and this is something that everyone forgets all the time, players have no control over the environment. In a specific case, your party might be able to take the fight where they'd like to, but in the vast majority of cases you will fight in a place where the GM dictates.
Second, before Invisibility there are no counters to Invisibility. Detect Magic helps you discover that there are invisible creatures (in case of magically invisible creatures) but it doesn't prevent them from exploiting the spell's effects. Scent (and in theory Perception) helps you find the target but likewise does not counter the effect.
Even in a 5 foot high tunnel, flight is an advantage. Flight is an advantage as long as you gain no benefit from having your feet planted on the ground. Flying is not only of great use in combat but helps you avoid a great many number of traps and environmental hazards. It simply removes a lot of possibilities from the game. It limits the GM and it forces party members to always have a means of ranged attack.
Black Tentacles attacking friends is not any more of a problem than Fireball damaging friends. It's a non-issue, because you know the effects before you use it. Haste is overrated, but it does have some issues like affecting too many targets too early.
StabbittyDoom
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Rin No Yukihana wrote:i love haste. and i beleive it's a little overrated. much like fly, invisibility and black tentacles. there are dozens of counters to invisibility, flight can be stopped by lower indoor ceilings or other flying creatures, and black tentacles fails to discriminate between friend and foe.Second, before Invisibility there are no counters to Invisibility. Detect Magic helps you discover that there are invisible creatures (in case of magically invisible creatures) but it doesn't prevent them from exploiting the spell's effects. Scent (and in theory Perception) helps you find the target but likewise does not counter the effect.
I would also like to emphasize that, in practical terms, Detect Magic would be useless against any invisible foe that knew what detect magic was (which should be all of them). You would ping that there was magic in a general direction (which can ping off of damn near anything), then the invisible guy would move and you would lose any signal. Pretty soon the invisible guy would either be gone or have a knife in your back and your "detect magic" fanciness did you zero good (unless you had some guards on hand to block doorways or something). On top of this, you have to concentrate to keep the spell going, meaning that you aren't doing this unless you are *already* suspicious that there is someone there.
</rant>
| Remco Sommeling |
I agree with spells provided sofar, adding to that some thoughts :
Scorching Ray was an offender in 3.5, as soon as you see creatures getting a limited scorching ray as a spell like ability, shooting less rays than their CL would indicate than something is wrong with a 2nd level spell. In PF damage is upgraded significantly so I dont think it is a problem, it still looks a bit too good compared to other 'blast' spells, but more likely other spells need a little upgrade, and artificial means to upgrade spell damage through roundabout ways need to be downsized a bit. If the only way to make blasting work is through specific niche builds it is bad design imo.
Fly I would agree with if there wasnt the druid being able to do it quite easily already at level 4, polymorph spells give flight but are quite restrictive for classes other than druid in casting and combat potential, though this might be considered a problem with druid as well, personally I would like fly and overland flight 1 level higher, same thing with teleport and greater teleport, though I might want to drop those completely in favor of other magical means of long distance travel.
Mage Armor/shield, this should be a basic wizard ability providing some basic defense through magical deflection of attacks the wizard is aware off.
I rather see buff spells translated into hexes rather than spells, the fly witch hex is a fine example, invisibility could work in a similar manner, haste/slow would work fine as a hex much like fortune and misfortune or giving creatures an enhancement to ability scores makes for a versatile hex, cuts down on 15 minute adventuring days significantly and depends on class abilities instead of more limited use spells. I could see different 'hexes' for the various specialist wizards, allowing wizards to customize their own class abilities.
Sorry if this is a bit off topic, tend to forget what the topic is about when writing. =)
| Douglas Muir 406 |
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Even in a 5 foot high tunnel, flight is an advantage. Flight is an advantage as long as you gain no benefit from having your feet planted on the ground. Flying is not only of great use in combat but helps you avoid a great many number of traps and environmental hazards. It simply removes a lot of possibilities from the game. It limits the GM and it forces party members to always have a means of ranged attack.
This, this, this.
Fly gives you a 60' move. It lets you ignore difficult terrain and a host of battlefield control spells, from grease to black tentacles. It makes you untouchable by about half the Bestiary, and also by enemy melee fighters unless they have Fly as well.
If I'm the DM and my players have Fly, a bunch of interesting possibilities are now foreclosed. The troll at the bridge now sits forlorn as the PCs zoom past. The sphinx guarding the only trail up the cliff might as well save her riddle. The monsters lurking under the placid waters of the lake around the enchanted island? will lurk in vain. Thin ice? The PCs fly over it. River of lava? The PCs fly over it. Hall full of trapped tiles? The PCs fly over it. Outdoors, they can avoid any encounter with nonflying creatures. I must make sure my NPCs have Fly themselves, or powerful ranged attacks.
As a minor but poignant additional negative, various cool classic magic items like Boots of Flying, Flying Carpets and magical wings now become significantly less cool and useful. "Hey, this saves the party sorceror a single third level spell slot per day! I guess that's okay."
It's not that I hate the idea of flying in a fantasy RPG! It's that I dislike the idea that it should be available at a pretty low level, and pretty much universal two or three levels later.
Doug M.
| mplindustries |
| 1 person marked this as a favorite. |
River of lava? The PCs fly over it.
Well, this at least is still an issue. Flying over lava will kill you. Unless you're the sort to say "Convection Schmonvection."
Avenger
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Since we're all here: yes yes, haste turns 5th/6th level melee characters into war machines.
Fireball too low? It's rather subpar vs monsters and decent to good against NPCs. Hell, by comparison, Black Tentacles is a 4th level 'fireball' of -I win- against packed enemies, even with the slight nerf.
Resist energy - maybe a bit too good as a 2nd level spell but not that overpowered.
Knock: why why why can the wizard 1shot my expensive safe.
| Trikk |
Since we're all here: yes yes, haste turns 5th/6th level melee characters into war machines.
Fireball too low? It's rather subpar vs monsters and decent to good against NPCs. Hell, by comparison, Black Tentacles is a 4th level 'fireball' of -I win- against packed enemies, even with the slight nerf.
Resist energy - maybe a bit too good as a 2nd level spell but not that overpowered.
Knock: why why why can the wizard 1shot my expensive safe.
Haste is not straight up overpowered in my opinion. It does have a ton of great effects, but that depends heavily on the number of martial characters in the party and is a bit limited even if you have a lot of them. Certain characters may not be optimized for the full attack routine (if they use Ride-By Attack or something else that is based on standard actions or charge).
Fireball is a great opener for too long. You get a high initiative, you open with a Fireball to lower the enemy HP pool by half. Resist Energy can save the party from a TON of damage, which is a problem because if you build an encounter and take it into account, it's a TPK if the party doesn't use it.
| Drejk |
Blindness is my personal offender here. It renders almost anyone next to useless. Fighter-types have decent chance of saving but Rogues, bards, wizards and sorcerers are screwed. Fortitude save or be unable to target any spell 95% of the time. This is 2nd level spell that bestows permanent condition that can't be removed until 5th level. I would understand if it had duration counted in rounds but permanent?
| Drejk |
PRD begs to differ: Blindness/deafness is 2nd level for Sor/Wizards while Remove blindness/deafness as 3rd level spells is not available until 5th level.
| concerro |
I guess you are right, but that just means the devs made a mistake since most opposing spells are always given at the same level. Whether Blind/Deafness should be raised or its counter should be lowered is a matter of opinion though. Even as is I don't think the spell is too high though. Finding some 5th level caster is not that hard in most GM's games.
Other spells: Haste is worth a 4th level slot. Invis could probably go up to 3rd level. Fly could probably be moved up a level also.
ShadowcatX
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| 1 person marked this as a favorite. |
I never understood how the whole party is able to fly around level 7 or 8. How is that happening?
I've always wondered that as well. Especially over multiple encounters / day. None of my casters have ever been that cool at that level. Beyond that, spending all my character's 3rd level slots to bypass 1 encounter when I could just cast haste every encounter and call it good. . .
On topic and for me personally:
Pretty much anything that bestows a status effect that can't be countered with lower level spells, including invisibility and the like. (Probably me actually thinking that the detection spells are too high rather than the other spells are too low though.)
Maybe haste / black tentacles. They're powerful, sure, but if they were each 1 level higher, we'd simply pick the next most powerful spells in line and complain about them.
| Trikk |
Blindness is my personal offender here. It renders almost anyone next to useless. Fighter-types have decent chance of saving but Rogues, bards, wizards and sorcerers are screwed. Fortitude save or be unable to target any spell 95% of the time. This is 2nd level spell that bestows permanent condition that can't be removed until 5th level. I would understand if it had duration counted in rounds but permanent?
It's a very low caster level check too, since it's a level 2 spell. A level 1 NPC could use it from a scroll very easily. Hilarity ensues when the fighter types are Blinded and the caster types are Deafened.
| erik542 |
Maybe haste / black tentacles. They're powerful, sure, but if they were each 1 level higher, we'd simply pick the next most powerful spells in line and complain about them.
Actually that is plainly false. What you did was to perform an inductive step. There logically must exist some spells that we would not complain about. If your statement was true, then we would bump up the next most powerful spells and complain about the next next most powerful spells. This line of logic is independent of the number of spells. Therefore we repeat this until we run out of third level spells. This logic is also independent of spell level. Therefore, in order for your reasoning to be valid, we must excise all spells from all spell lists.
| Sayer_of_Nay |
I never understood how the whole party is able to fly around level 7 or 8. How is that happening?
It's not happening. Unless you have a party full of mages, then it's not happening. It's just another example of people making mountains out of mole hills; some one can fly and potentially ruin your precious little encounter, so the spell must be OP/broken. :/
| Douglas Muir 406 |
I never understood how the whole party is able to fly around level 7 or 8. How is that happening?
A typical 8th level sorceror has six (6) 3rd level spell slots -- five base plus another one for Cha.
So it's not hard at all for him to get the whole party flying around. And if it's a standard party-of-four, he can get them all in the air and still have a couple of slots left to play with.
Doug M.
| Douglas Muir 406 |
I've always wondered that as well. Especially over multiple encounters / day. None of my casters have ever been that cool at that level. Beyond that, spending all my character's 3rd level slots to bypass 1 encounter when I could just cast haste every encounter and call it good. . .
As noted, a midlevel sorceror can get the whole party flying and still have slots left over. (This is assuming that nobody is a druid, has flying items, is a cleric with Travel domain, etc. etc.) Fly is minutes/level, so by 8th level that's 8 minutes, which can easily take you through two or three encounters. That's ignoring the ever-popular rod of Extend, which can stretch it to 16 minutes for up to three characters per day.
Note that you don't always have to get the whole party in the air to get the benefits of Fly. Need to climb that cliff or bridge that chasm? Cast fly on the strongest guy and have him ferry the rest of the party.
Fly vs. Haste: they're both broken. I'd say Haste is more broken, which means yes, it's probably rational to save those 3rd level slots for Haste. But note that since a single Haste can burst-effect multiple characters, you only need to save a slot or two. A sorceror of 9th level or higher has 7 or 8 third level spell slots, so he can cast fly on everyone in the party and still pop some hastes too.
Doug M.
| Douglas Muir 406 |
So he can spend the vast majority of his most precious slots to trivialize one encounter?
An 8th level sorceror is spending four of his six 3rd level slots. That still leaves him four 4th level spells, two 3rd level spells, and 7 each of 1st and 2nd level. Put another way, he has 55 levels of spells; getting the whole party up uses 12 of them, or less than 1/4. Not exactly "vast majority".
As for one encounter, well that depends, dunnit. 8 minutes can cover one encounter. It can also cover three or four, easy.
I have no problem with that. Especially since others sure won't have any ranks in Fly skill.
Casting Fly gives the recipient 1/2 the caster's level in Fly skill. So, everyone would get +4 to Fly rolls whether they had the skill or not. And most of the things you want to do when flying (casting, ranged attacks) don't actually require Fly checks.
Doug M.
| WPharolin |
I'm genuinely surprised that anyone finds Haste to be powerful enough to shift it up to 4th level. Its usefulness is contingent upon the full attack action. I don't know about everyone else's game, but in my games people aren't standing around in a void. There's a lot of incentive to keep moving. It's a solid 3rd level spell but in my opinion Slow is a better choice.
As for being able to fly at low-mid level, I often (not always) have a hippogriff mount by then.
| Douglas Muir 406 |
@Cheapy, your original question was "how the whole party is able to fly around level 7 or 8". The answer is, t 7 it's a bit of a stretch, but certainly doable, and at 8 it's pretty easy. And above 8, phew. I can't speak for anyone else, but my 10th level players were firing up Fly and Haste in pretty much every significant combat.
@WPharolin, there are whole threads devoted to debating Haste. The consensus seems to be that there is no consensus; a lot of people think it's overpowered (I'm one of them), while a perhaps slightly smaller but still large group thinks it's not.
Doug M.
| Kalyth |
| 1 person marked this as a favorite. |
In regards to Flying through every encounter.
Fly lasts 1 mintue per level so at 10th level that is 10 minutes.
Say a typical skirmish takes 30 seconds of actual sword swinging before its complete. Ok are we going to loot the bodies? Are we going to take a bit to listen to see if any more enemies have overheard the combat and may be coming? Are you going to wipe the blood of your weapons, armor and clothing? Are we going to search the room? Are we going to access our gear to make sure we having dropped anything. Are we going to move cautiously to the next door and listen to it before opening it? Are we going to let the rogue search for traps on the door? Are we going to let the wizard sense for magic? Are we going to apply in precombat buffs before opening said door?
10 minutes sounds like a lot of time but what happens if you have to be at work at 7:00 and so need to leave your house at 6:30 for the 30 minute drive. Lets say you wake up at 6:20 all those little things you have to do each morning? The combat may only take 12 second but there is alot more to an encounter than just 3 attack rolls and 2 standard actions to cast two spells.
Also who is to say that the encounteres come one right after the other. Does the party just cast buff and Zerg their way through the dungeon trying to sqeeze as many fights into 10 minutes as they can? Thats a good way to end up overwelmed.
As for flying over encounters sure that could allow you to by pass some but if your flying over your not hidden. You are in clear view of scouts and gaurds. Unless all of them are invisible, people flying through the area are pretty attention grabbing.
JoelF847
RPG Superstar 2008 Top 32, 2011 Top 16
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Another way a whole party can fly at mid levels is by supplementing their spell slots with potions of fly. Sure it's a bit pricy, but it's doable at 5th level or higher.
I think the important thing is that, yes, a whole party can fly, but it will use up resources - either 4 3rd level spells, or potions or a combination of the two. Either way, the party has spend resources that won't be availible later that day.
| j b 200 |
The problem for having your whole party have fly is making several assumptions. What if your party has a Wizard instead of a Sorcerer, now those third level spell slots start drying up much faster. Since most 8th level PCs don't have an Int/Cha of 24+ (not everyone starts with a 20 in their caster state at lvl 1), they only have one bonus spell for 3rd level, and unless you are a transmuter, that means a max of 4 level 3 spells per day. God forbid your wizard wants to memorize some other 3rd level spells that day (say haste). So your wizard has just used 4 of his 17 spells per day. Many wizards don't have a bonded item and those that do want to keep it as a reserve to save their butts during a TPK event.
The only spell i have a problem with is Blindness/Deafness. It shouldn't be permanent, only mins/level. Otherwise no complaints
| mplindustries |
The only spell i have a problem with is Blindness/Deafness. It shouldn't be permanent, only mins/level. Otherwise no complaints
I can tell you seriously, that I have never seen anyone Blinded for the duration of an entire combat that walked away from that fight. As long as the blind lasts the length of a single fight, it doesn't really make a difference whether it's Permanent or mins/level. So, I would be perfectly fine with such a change, as it effectively changes nothing.
Edit: Ok, in retrospect, I suppose you're talking about having NPCs casting it on PCs. I support that change, then, since hopefully, PCs are walking away from fights. I don't know, as a GM, I personally just wouldn't be using that spell on PCs--I'd stick to Glitterdust if I wanted to Blind.
As for the Flying thing, I don't think entire parties fly through every encounter starting at level 7. I think the entire party flies through every encounter starting in the early to mid teens, though. I think Wizards and Sorcerers fly every encounter starting at 7, but I doubt they'd often take their party with them rather than Hasting them.
| Kydeem de'Morcaine |
1) Part of the issue with haste and fly (at least from what I have read) is that a lot of groups seem to have way beyond the WBL of equipment. One of the PC's has craft wonderous & craft arms and armor. Now you have virtually doubled their magic items for the cost they had to dish out. You start seeing lots of flying magic items or hasting gear.
2) Occaisionally I've also seen the group plan their magic aquisitions as a group. Such as, ok after the wepon guys each have a magic weapon everyone saves for something that flies or levitates (they can then be hauled where ever). Then everyone gets a 1 haste per day item. Now you have 4 group hastes per day. That will usually get you through all the really tough fights in a day. It's not needed for the mooks.
If you combine the 2, it can seem to be a problem. The avoiding encounters/traps and killing things so fast usually counters the fact that they don't have hugely powerful weapons or much defensive gear.
| Trikk |
I have to interject that "spells being too low" doesn't mean that they are immediately overpowered as soon as you get them. Fly only being level 3 means that you can get your whole party flying for cheap, and sooner than if it was a 5th level spell. It's not a counter-argument to say that you're not getting the whole party of course. That doesn't mean anything. A sorcerer or wizard is not obligated to buff everyone with every spell he uses on himself.
| Douglas Muir 406 |
The problem for having your whole party have fly is making several assumptions. What if your party has a Wizard instead of a Sorcerer, now those third level spell slots start drying up much faster. Since most 8th level PCs don't have an Int/Cha of 24+ (not everyone starts with a 20 in their caster state at lvl 1), they only have one bonus spell for 3rd level, and unless you are a transmuter, that means a max of 4 level 3 spells per day.
Actually, if your character started with an 18 Int/Cha at first level, by 8th level it would not be at all strange to have 24 -- +2 from levels, +4 from a headband or other boosting item. Alternately, for about half the price you can pick up a 3rd level pearl of power. Either of those would be perfectly reasonable for a PC at this level.
As to those slots drying up: there are plenty of other ways to get access to Fly. Does your party have a cleric or inquisitor with the Travel domain? Fly is a bonus spell. (Also for several other domains and subdomains, including some odd ones like Azata and Feather.) Got a summoner, magus, or alchemist? At level 7 they can get Fly too, and by level 8 they can get it three times/day. And that's just the spell. Then there's a druid using wild shape, flying mounts, potions, items, you name it.
With one thing and another, it would be somewhat unusual for a party of 8th level PCs to /not/ be able to get the whole party flying. And in most cases it would not require a significant diversion of party resources. (And within another couple of levels the diversion is almost negligible; a 10th level party can get everyone flying and barely bother to count the cost.)
Doug M.