Broken Spells!

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John Reyst

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May 8, 2013, 5:10:50 PM5/8/13
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Respond with what you think are the most broken, or problematic spells in Pathfinder here!

Luke Palosaari

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May 8, 2013, 9:42:29 PM5/8/13
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I had recently been considering, of all spells, Fly

I'm not sure the spell itself is broken (though it has some issues I think) but its that for being only a 3rd level spell it breaks so many fun gaming hazards, environments and other encounters. 

I think in part what I don't like is that for only a 3rd level spell, you gain a decent movement, can still take any actions you could while walking (like casting spells and fighting), a good maneuverability and all without any kind of natural restrictions like having to use a broom, stay steady on a carpet, have room for wings, etc. 

And too, this spell then negates benefits of being a naturally flying creature. Sometimes that angel-winged humanoid or smaller dragon may almost be better off casting fly than relying on their wings!

Adam Langsdorf

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May 9, 2013, 5:31:50 PM5/9/13
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Considering the low duration of fly (a couple encounters tops for a lower level caster) I think it's actually pretty balanced. It should be noted I have an admitted bias having favored wizards from back when we where known as "magic-users"
Fly is the first spell that lets you escape that maniac with a sharp thing (assuming the ceiling allows for this)

If the aforementioned maniac has wood, string, and several sharp things (a bow) you're right hosed, however.

-Protection from arrows-
only blocks damage from _nonmagical_ arrows. as a second level spell, the only archers worth worrying about by the time you can expect to actually be using this spell will either 1) have a small supply of magical arrows or 2) have a magical bow that allows the arrows to completely bypass the DR.
Odd side note: from what I've read, this spell is effective against boulders hurled by giants, which turns out to be it's only realistic application. This spell should be first level in my opinion, I keep it on most of my wizards from level 3 through about 10 in vain hoping that it will actually do something. I've been playing since 1987 and I cannot recall it ever blocking a single point of damage. Yes, I'm stubborn (still use acid arrow over scorching ray for example.)

on to powerful spells...
- mirror image-
seriously, every npc wizard should be using this. I would take this spell at a third level slot, considering it is better Protection from Arrows than the spell listed above. Negating this spell is also why I recommend glitterdust to anyone playing an arcane caster.
I usually reserve 2 sixth level slots (my first two) for quickened mirror image. It's _that_ good.

Back to weak spells...
Mage's sword only gets one attack per round for a 7th level spell. Move action to direct to a new target isn't so bad until you look at controlling 2 orbs from a maximized ball lightning as the competition.
Twilight knife only gets 1 attack per round as well, and the wording leave it open to interpretation as to what constitutes "an attack" because if they're meaning "any action requiring a roll to hit" I'd rather take empowered magic missile, since rolls to hit are not a caster's strongest thing.

Powerful:
Black Tentacles- this spell is simply unfriendly. CMB is monstrous, CMD is also pretty intense. if a party claims this spell is not overpowered, use it on them a couple times. they'll come over... especially with the rules for concentration checks while grappled.
Ablative Barrier- converting damage to nonlethal is pretty handy, especially since it effectively doubles the amount you get healed for in a fight. I call it "budget stoneskin." My abjurer is angry that it is conjuration though...despite the obvious reason why.

Side note about flying.. I believe the 5 magic pains in the neck where invisibility, flying, divination, teleportation, and wishes. Trying to GM around any or all of those is a right pain.

Demjing

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Jul 11, 2013, 11:26:28 AM7/11/13
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If the primary concern with spells being used in a dungeon is that they are used to bypass obstacles then include in your game anti-magic zones around said obstacles. The natural restriction is the duration and the fact it takes a spell slot that could have been used for fireball or some other spectacular spell.  You can use it in short instances but not to travel as the crow flies between cities etc.  The move is similar to a monk of equal level... not overall broken.  Just need to be GM careful in dungeon creation.  remember flying is supposed to be fun.

Demjing

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Jul 11, 2013, 1:11:57 PM7/11/13
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I have a problematic spell that i feel needs special attention and could use clarification.  I am looking for official pathfinder guidance on this as I can come up with a number of hokey ways to just say no to a player.  As a player I would like to know just what this spell can do and how exactly it was meant to be categorized.  please make these rulings official errata for the d20pfsrd, thank you.

The spell in question is Spectral hand: 2 questions, description of spell below

The first question: is it an attacking spell or a utility spell, ie: light cast on an opponent's helm is an attack yet light itself is a utility spell.  so is it a spell that attacks or a utility spell that facilitates attacks?  In other words would it qualify for the advanced race guide ability below? why or why not?

Spell-Like Ability, Lesser (Variable, see Special)

Prerequisites: None.
Benefit: Choose a 2nd-level or lower spell that does not attack a creature or deal damage. Members of this race can use this spell as a spell-like ability once per day. The caster level of the spell is equal to the user's character level.
Special: This trait costs as many RP as the level of the spell chosen (minimum 1 RP). This trait can be taken up to three times. Each time you take an additional spell, adjust the RP cost of this trait appropriately.

 

The second question: Ghost touch weapons and interacting full attack option?

What strength mod is applied to the spectral hand if any? If i read correctly attacking with the hand counts as a normal attack.

Say i was a lvl 6 paladin with spectral hand from some source, can I pickup a ghost touch weapon I am proficient with and attack at range 160' with a full attack +6/+1 applying all of my normal modifiers as if i were attacking face to face?  If not full attack then single attack? and if not then why no interface with the ghost touch quality?  Please describe why or why not,  Thanks


Ghost Touch


Price +1 bonus
Aura moderate conjuration; CL 9th; Weight

DESCRIPTION

A ghost touch weapon deals damage normally against incorporeal creatures, regardless of its bonus. An incorporeal creature's 50% reduction in damage from corporeal sources does not apply to attacks made against it with ghost touch weapons. The weapon can be picked up and moved by an incorporeal creature at any time. A manifesting ghost can wield the weapon against corporeal foes. Essentially, a ghost touch weapon counts as both corporeal or incorporeal.

CONSTRUCTION REQUIREMENTS

Craft Magic Arms and Armor, plane shift; Cost +1 bonus



Spectral Hand

School necromancy; Level sorcerer/wizard 2, witch 2

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range medium (100 ft. + 10 ft./level)
Effect one spectral hand
Duration 1 min./level (D)
Saving Throw none; Spell Resistance no


DESCRIPTION

A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.

The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.

Rocky Williams

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Jul 11, 2013, 3:06:00 PM7/11/13
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All spectral hand does is allow melee touch spells to be delivered at a distance. No picking up or touching anything outside of the attack.

Demjing

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Jul 13, 2013, 1:55:19 PM7/13/13
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Rocky,

That is just the first line.  I always read the whole thing, usually the most important part is at the end in most of these writeups anyway.  But taking for granted that was the intent I am then forced to ask why is it written as a spell that creates a ghostly manifestation of a hand and gives it a HP value?  It would have been super simple to write it up like the range adjustment word of power from the words of power option.  Some thing like: this spell allows "melee touch spells to be delivered at a distance. No picking up or touching anything outside of the attack." 

That would be simple and elegant but the nature of the spell is to create a manifestation of a hand so the spell itself is not an attacking spell as it doesn't do damage on it's own and the target of the spell is the caster that the hand is then provided for.  I firmly believe that the rules were written in careful detail and the wording is super important to understand the full depth of the purpose of the spells, feats and skills.

As I read it the the hand allows the melee touch attack at a distance as a byproduct of it's formation out of the caster's life force.  Not that this is the only thing the spell does.  As that specific part of the spell is only half a sentence in the first line out of the whole description.

In the same line as the ability to make touch attacks it also details how the hand can move about as the caster desires.  What point is there to be able to move the hand about as the caster desires if the only thing it can possibly do is deliver a spell in a direct line from the caster at range then return to the caster's side.

In addition the description specifically calls it ghostly and incorporeal which fits the ghost touch description perfectly as you are manifesting a ghostly appendage that is incorporeal and has the same properties.

So what is the purpose of the rest of the description if there really isn't more to the spell?
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