Spells that don't work

User-to-User support and questions to the Developers and DM team.
P. Fricebottle
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Post by P. Fricebottle »

Codax wrote:By the way, how are the Druid spells that buff the companions broken if there are no companions? You can't even test them to know one way or the other.
Its indirectly broken. By which I mean its utterly rendered useless due to its effect only affecting something that is directly broken. I added that some on the list were indireclty broken like Magic Fang on the Broken Spells category.

Rummybum
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Magic circle

Post by Rummybum »

I have one that doesn't work...

How about Paladins magic circle against evil should last 17 hours for a pally I was Playing I was lucky if it lasted 6 seconds. Totally erratic it actually worked right once.
Vastly confused

P. Fricebottle
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Post by P. Fricebottle »

The Magic Circle vs. Alignment spell is not broken. Its a modified spell, altered/nerfed horribly by the server. In other words, its duration was nerfed. So, it is indeed working. Just working poorly.

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PeregrineV
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Post by PeregrineV »

Not sure, but also think the circle of alignment "failure" might be a graphic problem. The bonuses continue, but the circle of lights does not.

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Maankin
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Post by Maankin »

If I remember correctly it has something to do with lag.
The circle can't follow you fast enough when you move so when you exit it the spell ends.
Or something similar.

Kirg
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Post by Kirg »

Actually the circle doesn't move at all. It's like darkness or any other area spell. If you leave the circled area you loose the protection.

Cthulhu Drega
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Post by Cthulhu Drega »

.. what a crappy spell lol
"There is no great genius without some touch of madness." - Seneca

"There's a fine line between genius and insanity. I have erased this line." - Oscar Levant

P. Fricebottle
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Post by P. Fricebottle »

P. Fricebottle wrote:So, it is indeed working. Just working poorly.
:roll:

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MLoki
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Post by MLoki »

What about some of the higher level spells that are obsolete because they duplicate similiar damage or effects of lower level spells. Some examples would be:


Druid spells; Bombardment and Earthquake which max out at only 10 dice of damage. Call Lightning and Flame Stike also maxe out at 10 dice of damage and you can start getting these spells as early as early as 5th level.

Cleric spells; Earthquake (see druid), Mass Heal which doesn't seem to have the same healing potential as normal Heal, Sunbeam which should destroy undead easily but doesn't do as good of a job as Undeath to Death which is 2 levels lower then it.

Wizard/Sorcerer; Weird, as much as this should be a Illusion based Wail of the Banshee. Unfortunatly it requires both a Will and a Fort save and making either one will save you from death and since most epic mobs are immune to mind magic it becomes practically useless in the upper levels.

These are just some of the redundant spells I have noticed but I am sure there are more.

MLoki

Death Dealer1
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Post by Death Dealer1 »

i guess the latest patch made monks immune to phantasmal killer.
if i didn't do it...someone else would have.

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