Is Hide Spell overpowered?

From Relics and Rituals:

Hide Spell
No pre-reqs.

Increases spell slot level by 2.

When used on an evocation spell, the spell produces no audible or visible effects. The actual effects of the spell are not hidden. Use of this feat eliminates any Reflex save versus the spell, unless the victim has uncanny dodge.



So, as a fifth level spell, you can have a fireball doing an automatic 10d6 with no save. Plus plenty of other similar uses. Any opinions?
 

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This from the same people who brought you spellcasting that creates a lot of heat, thus the caster has to wear as little as possible. :rolleyes:

An excuse to get Hot Drow Babes In Bikinis and Hotpants! Considering physics, with that much heat being produced, there's an equal backlash of cold air, so they'd immediately need to bundle up.

I guess the creators of this little thing didn't think about the spellcastering followers of the Titan Gaurak, the Glutton. Basicly, Big Fat Spellcasters. ;)
 

Well, how does it compare to empowering a fireball? Then as a 5th level spell you do 15d6, or half on a save... if they have a 50% chance of making that save, then the average would still be 10d6, the average going up or down a little depending on how their save maps against the DC. So on those grounds it is not a bad spell.

Basically rogues of 3rd level + treat it as a normal fireball and get their evasion ability. Barbarians get the chance to save for half damage, and monks get stuffed because their evasion doesn't kick in.

It is almost like building a spell which adds in 'invisibility' to the base spell, I guess.

So no, I don't think it is overpowered at first glance. I think the uncanny dodge restriction makes it a worthwhile addition.

Cheers
 

This is the dumbest feat I've ever seen. You can't take away a save. And if you could it sure as hell should be more than +2 levels. Try +4 at least. For a character with good saves the result would be equal to having a twinned spell thrown at them.
 
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Both unique situations that allow some sort of roll to avoid (be it grapple or a Will save).
Regardless its a stupid feat.
 

Well, I think it is overpowered.

Putting the Rogue and Barbarian aside, that leaves 9 classes that don't get a save. At +2, that's just too much.
 

I think PS has a good point there.

Empowered is similar, in that, if they make their save, they're still taking 10d6 points of damage. However, on the flipside, if they Don't make their save vs. the empowered fireball, they instead recieve 15d6 points of damage.

Now, true, that Evasion helps out here, but that's only 2 classes that get it. Just like only 2 classes have Uncanny Dodge.

Now, the only thing that Hide Spell has on Empower, is that they don't see what causes the damage. This can *really* screw up your party. Imagine an ambush, where they get smacked with a hidden spell. They just take damage, feel the heat, and are left totally confused.
 

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