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Most Powerful Cleric Spell ever.

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Magewolf

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Mar 26, 2014, 3:30:20 PM3/26/14
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I was going through some books I had picked up on sell years ago online
last night when I came across the most insane cleric spell I have ever
seen published. It is in SpirosBlaak a campaign setting from Green
Ronin for D&D 3.5.

The spell is named Steal Opportunity and is a ninth level domain spell.
It lets the caster steal the actions of up to 1/2 his level of creatures
in a 50ft radius for 1d4+1 rounds. So this spell will let a 20th level
cleric have 11 actions a round for up to 5 rounds.


How did anyone ever think that was a good idea for a spell? The only
way it could be worse would be to make it a wizard spell.

Anonymous Jack

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Mar 26, 2014, 4:00:10 PM3/26/14
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On Wednesday, March 26, 2014 3:30:20 PM UTC-4, Magewolf wrote:
> The spell is named Steal Opportunity and is a ninth level domain spell.
> It lets the caster steal the actions of up to 1/2 his level of creatures
> in a 50ft radius for 1d4+1 rounds. So this spell will let a 20th level
> cleric have 11 actions a round for up to 5 rounds.

Insane, as written. But it sounds like it could be an interesting addition as a domain spell, after being made reasonable.

For example, the lower level version would steal one action from a random creature (friends or foes), next higher version would steal all actions for the round from a random creature, next one would steal only from foes (add up all levels, divide, so a 10th level boss with 10 x 1st level minions means spell has 50% chance of taking boss' actions)

Sea Wasp (Ryk E. Spoor)

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Mar 26, 2014, 4:58:27 PM3/26/14
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Eh. We used to let you stack haste powers. Start with a guy who has
6/round, haste is 12, and it goes up from there.


--
Sea Wasp
/^\
;;;
Website: http://www.grandcentralarena.com Blog:
http://seawasp.livejournal.com

Loren Pechtel

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Mar 26, 2014, 7:38:51 PM3/26/14
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Ouch!

My jaw hitting the floor wasn't one bit comfortable!

Loren Pechtel

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Mar 26, 2014, 7:38:51 PM3/26/14
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I suspect it's random who it takes from, the idea being that it's
balanced because it takes friendly actions as well.

Sorry, go behind enemy lines and cast it so there are no friendlies in
range. The bad guys can't gangpile you because they don't have any
actions to do it with. Since they have no actions they are helpless
and can't defend against CDG attacks from the rest of the party.

Rast

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Mar 27, 2014, 3:42:53 AM3/27/14
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Magewolf wrote on Wed, 26 Mar 2014 15:30:20 -0400:
> I was going through some books I had picked up on sell years ago online
> last night when I came across the most insane cleric spell I have ever
> seen published. It is in SpirosBlaak a campaign setting from Green
> Ronin for D&D 3.5.

> The spell is named Steal Opportunity

It does allow Will saves. On the other hand, made saves don't count
against the total number of actions stolen -- you just attempt to affect
the next creature, until you get to your total 9+ actions stolen or reach
the maximum range (50 feet).

> How did anyone ever think that was a good idea for a spell?

It's flat-out retarded.

Also, bag of rats problem.

> The only
> way it could be worse would be to make it a wizard spell.

Here's the 5th level version, which is kinda balanced. By which I mean
it lets you cast two spells every round, so long as there is a living
creature with a bad Will save within 200 feet.

Steal Action
Transmutation
Level: Distraction 5
Components: V, S, DF
Casting Time: 1 standard action
Range: Medium (100 ?. + 10 ?./level)
Target: One living creature per round
Duration: 1 round/level
Saving Throw: Will negates (see below)
Spell Resistance: Yes
The caster may steal one action from another
creature every round. This gives the caster
a standard action, and it takes place at the
target?s initiative position in the round in
which the action was stolen. The target loses
the action, and is flat-footed for the rest of that
round. The caster may take any kind of action
(but not a full-round action); she is not limited
to doing what the target intended. The caster
may select a different target every round, and
a successful saving throw or spell resistance
check only negates a particular the?, not the
whole spell. Stealing an action does not take
an action. Thus, if the target fails his save, the
caster gains two actions for that round.


Another "good" spell from the same book is Greater Craftsmanship, 5th
level for cleric/sorc/wizard, 6th for druid:

"Duration: 1 day/2 levels
A helpful tool for any would-be manufacturer
of enchanted items, this spell grants the caster
the use of any Item Creation feat that he is
of high enough level to possess but does not.
Nor does the caster need to meet any other
requirements, such as other feats."



Lesser Craftsmanship (3rd level, 4th for druids) "grants the caster the
benefit of any single Craft skill with an ability equal to his level of
experience + his Int modifier"



There's also a scrying spell that "allows the caster to see and hear a
creature at any distance, but also in any period of time past or
future." Gee, past OR future. One of those options seems just a tiny
bit stronger than the other, huh?








--
There walked into the lethal quicksands a very old man in tattered
purple, crowned with withered vine-leaves and gazing ahead as if upon the
golden domes of a fair city where dreams are understood. That night
something of youth and beauty died in the elder world. - H P Lovecraft

Justisaur

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Mar 27, 2014, 11:09:51 AM3/27/14
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On Wednesday, March 26, 2014 12:30:20 PM UTC-7, Magewolf wrote:

>
> The spell is named Steal Opportunity and is a ninth level domain spell.
> It lets the caster steal the actions of up to 1/2 his level of creatures
> in a 50ft radius for 1d4+1 rounds. So this spell will let a 20th level
> cleric have 11 actions a round for up to 5 rounds.
>

I don't like this, not just because of the overpowered nature, but because of the metagame nature. Describe what it does without meta-game concepts, otherwise it's garbage.

- Justisaur

Magewolf

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Mar 27, 2014, 3:07:49 PM3/27/14
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Yes, the Scrying and Craftsmanship spells standout as well. It seems
like no one playtested or even thought very hard about the spells. The
Scrying spell is so vague that even if I was stupid enough to let it in
the game I would not have any idea on how to let it work.

Joanna Rowland Stuart

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Mar 27, 2014, 8:01:00 PM3/27/14
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In article <cd6f0924-af34-4dfa...@googlegroups.com>,
just...@gmail.com (Justisaur) wrote:

> I don't like this, not just because of the overpowered nature, but
> because of the metagame nature. Describe what it does without
> meta-game concepts, otherwise it's garbage.
Call it Time Thief, and it steals /time/ from the target and transfers it
to the caster. The target becomes not just flatfooted, but actually
briefly frozen in time. While so frozen in time, they cannot be affected
by any external events and they have no awareness of the discontinuity.

Cheers
JOanna

LL

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Apr 2, 2014, 10:35:15 AM4/2/14
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Even avoiding the meta-speak (which I agree is uncreative, lazy and/or
stupid) it's still waaayyy over the top. Just compare it to Time Stop.

LL

Joanna Rowland Stuart

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Apr 2, 2014, 4:40:00 PM4/2/14
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In article <lhh6v7$p5n$1...@dont-email.me>, Loren...@invalid.invalid (LL)
wrote:

> Even avoiding the meta-speak (which I agree is uncreative, lazy
> and/or stupid) it's still waaayyy over the top. Just compare it to
> Time Stop.
Oh, I agree. I'd make it a variation of Time Stop, where N creatures in a
group (say 10' radius) within range get targeted. N is a small number, at
most 4.

For each targeted creature that fails its Willpower save, the caster
gains one extra standard action as a free action each round for 1d4+1
rounds. The affected creatures are frozen in temporal stasis for those
1d4+1 rounds and are utterly and totally unaffected by anything AT ALL
during that time.

Successfully dispelling the Time Thief ends the effect on one or more
creatures (if cast on a targeted creature or as an area effect) or ends
the spell altogether (if the caster is the target of the Dispel).

In the former case the original caster loses the extra actions that would
have otherwise accrued from the freed creatures. The spell continues
unchecked, however.

In the latter case the caster becomes Fatigued for a number of rounds
equal to the original spell duration and is unable to take any actions
other than movement and defence without becoming Exhausted immediately
thereafter.

Whatever the outcome, casting Time Thief causes the caster to become
Fatigued for one round after the spell duration expires.

Cheers
JOanna
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