There are few spells in the modern version of the D&D game that are overly powerful as written. This is because, after years of play-testing in various previous incarnations, these spells have been "balanced" (a.k.a "nerfed") in order to make play "fair." Gygax had no intention of balancing magic except to make it nearly impossible for magic-users to survive long enough to become accomplished wizards. Some spells break the rules more than others. The 3rd level magic-user spell slow is one of those spells.
On the surface, the slow spell seems to be only a reverse of the haste spell. In essence, the spell halves the affected creatures' speed and number of attacks allowed for the round. But there are subtleties involved with this spell that one does not realize until they have done some research in the DMG. For one thing, unlike the haste spell, the slow spell can be cast multiple times on the same targets! The effects are cumulative. Thus, if a magic-user casts it twice on the same group, then their speed is quartered and they attack once every 4 rounds! Another bonus is that, per the DMG p. 67, under the title Special "To Hit" Bonuses, one can see that slowed targets are +4 to be hit! This just adds insult to injury as hasted characters are not harder to hit (although they should be!).
The magic-user in my campaign memorizes slow spells instead of fireballs because they are much easier to deal with and give everyone in the party a buff to hit while keeping the monsters from engaging properly in combat. It's a killer spell against giants, mainly because it has NO saving throw! The only downfall is that it has a 40' x 40' square area, and placement should be rather hard to accomplish without catching some of your party in the area of effect. However, in large caverns and spacious giant fortresses, this spell has been key to the party's success throughout the G-series of modules! In fact, the magic-user makes sure to replace the slow spell in the party ranger's ring of spell storing after each casting! This means that the group can go into up to 4 encounters knowing they will have the advantage (they have not encountered many magic resistant creatures or spell turning rings....yet).
My major gripe with the spell is the lack of a saving throw. The multiple-casting cumulative effect of the slow spell is also a bit much and breaks the rule of spell effects stacking from the same spell type. I find this spell to be a bit overwhelming, but it does allow a party to survive much longer than they might otherwise have a right to. I let them gloat in their victories knowing full well what awaits them on the 3rd dungeon level of the Halls of the Fire Giant King!
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Even BECMI provides the affected to roll for saving throw.
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