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.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.
Spells that don't work
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Magic circle
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.
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
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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
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
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