Some comments on specific spells in the packet:
- Arc Lightning: Must you choose a second target? What if the only legal secondary target is an ally?
- Command: Back to the "one word" thing, I see. What about "die?" Always a popular choice, so there should be a rule spelled out for it. Then there's other languages ("matarse"). And "flee" doesn't seem to preclude running off a cliff or into damaging terrain.
- Death Ward: Was "resistance" defined anywhere? Haven't seen it yet.
- Detect Magic: Fluff/crunch mismatch. How can you identify strength or school?
- Hold Person: As mentioned in another thread, "cannot move" is undefined.
- Light: Only bright light, no dim? Odd.
- Mage Hand: What happens if you walk more than 50 feet away from it? What if the ground falls away from under it? What if it drops a dangerous object above an enemy--it can't "attack", so how is this resolved?
- Ray of Frost: I saw a proposal that this be both resistable and weakened, which is overkill, but I agree that it seems overly powerful against solo brutes now.
- Shield: Interesting. Does it stack with half cover to make three-quarters cover? It definitely stacks with a shield.
- Silence: The rules say that silenced characters can't cast at all, but the spell can be overcome. However, you cannot fail to cast it on an enemy. Deadly to clerics and bards (non-Int casters).
- Sleep: lasts forever, literally, apparently, in the absence of someone to slap you or hurt you. I guess nonlethal damage from starvation or thirst would do it, assuming such things exist.
- Spiritual Hammer: I assume you use it as part of the other action you take that round. Is there a maximum range?
- Sunburst: Am I missing something, or is that a crapton of damage? 4d8+2x ability mod+blindness, save for 3d8+1.5x ability mod. No defined area for the actual light emitted by it, though the 10' radius can be assumed.
- Turn Undead: Has to be prepped, huh? Again a fluff/crunch mismatch: The fluff says it can destroy undead, but the crunch says nothing about it.
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