So today I decided to start going over broken spells and attempt fixes for them, so I will post them as I find them:
Banned Spells
These spells are beyond redemption IMO.
- Limited Wish, Wish, Miracle
- Polymorph Line (or use PF version)
- Consumptive Field (Lesser/Greater)
- Celerity Line
- Shivering Touch (Frostburn)
- Time stop
- Maw of Chaos (SpC)
- Ray of stupidity (SpC)
- Stunning Ray (SpC)
The Spells
Glibness: +30? (Here's where someone drops a link
). Reduced to 1/2 CL, in games not allowing for CL increasing shenanigans I think it would be alright to say CL.
Arcane Lock: Increases the DC to open a lock by 1/2 CL.
Knock: Gives a bonus on Open Lock checks equal to 1/2 CL, lasting 1 minute/level.
Divine Power: Only the war domain gets this.
Haste: Gives one partial action (move/swift/standard) a round. Yes this helps casters as well,
but as it was casters already could and melee did not get anything.
Summons: Summoned creatures can not use any spells, SLA's, or supernatural abilities they may possess. (Courtesy of noob)
Planar Binding Spells: I was going to ban, but how about this: every 30 minutes there is a 100-CL% chance the creature escapes any bindings? Feel it makes the spells useless though...
Freedom of Movement: You add 1/2 your caster level to any effect that would impede movement, and in natural settings and regular rough terrain you may move normally. In addition you add 1/2 your level to escape artist and grapple checks to resist a grapple attempt.
Windwall: Kind of stuck on this one... maybe normal effects but ranged weapon attacks instead have a 50-enemies BAB% chance to miss?
Teleport/Planeshift
Find Traps: Spells don't like rogues do they? Replace this with an insight bonus equal to 1/2 CL (possibly 1/4 with CL boosting effects?) on search checks... and rename it Eagle eye while your at it.
Wall of Iron: there is a 100-CL% chance that the iron of the wall is not forge quality.
That's it for now, however I'll be updating this later.