July 23rd, 2006


(no subject)

Hi guys,

I'm not sure if this is the best place to ask this, but it's my best shot! I'm looking for a feat (or anything else) that would allow me to channel touch spells (like Shocking Grasp) through a weapon.

Thanks for any info you might have!
Imaginary England

Spell creation is question...

Man, I am all full of questions in the last few days! This time, this will be a little easier (I think) as it will be simple answers without real debates (To those of you I have debated with, it is all in good fun, yes?).

There was a spell I remember someone making for AD&D/2E called Illusion to Flesh and, of course, its opposite. The spell was pretty much how it sounds, it took an illusion and made it real, living person, item, etc. The opposite was just rude, made me shudder everytime I thought of it (still does... ICK!)

The reason why I brought this up is because I read an old adventure for original 3E days published by AEG called The Illusionist's daughter, it was one of those little pamphlet adventures. Anyway, in the adventure Collapse ) and I thought what would be a great way to really bring them back to life. Then I remembered Illusion to Flesh.

Obviously, this is a huge level spell. I am even thinking epic in its deity style creationist power. But I would LOVE thoughts on it to see where exactly this spell would fall into OR if they published a spell like it that I haven't seen yet (still picking through Spell Compendium, if it is in there, I haven't seen it yet).

Thanks everyone for the help and being so tolerant of my debates!

(no subject)

I hear a lot of talk about how high-powered campaigns or rules can destroy the fun of the game and that sort of thing. My question to gamers is: how? What problems do you see in having too much power? Let me add; ignore the obvious idea of characters being more powerful than villains. I assume that a high-powered campaign would be balanced between players and between characters and opponents.