I'd like to add the feat "melodic casting" to the list, as well as the Lyric Thaumaturgist PrC... mostly for a bard I want to make.
__________________ Current Campaign:The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.
Er... except those are from Complete Mage. I'm a fool.
__________________ Current Campaign:The Shattered Isles Homebrew - Hammer (Minotaur Fighter 8), Kirra (Drow Rogue 8), Shedin (Dragonborn Paladin 8), Zahar (Half-Eladrin/Half Drow Bard 8), and Seahorse (Halfling Rogue 8). Currently the group is in the Feywild, trying to discover who is poisoning the drow.
Anyone know if any of these are "errata'd" in Spell Compendium?
I don't recall having a problem w/ any of them, though I still think greater mage armor is a poor 3rd level spell (it'd be better ala magic vestments or such with a slow increment).
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
Earthen Grasp: Creates earth arm that grapples and pins for damage. CA and SC versions the same. Fine. YES
Familiar Pocket: Create extra-dim space for familiar. Changed to Sorc/Wiz 2 in SC, Gains total concealment instead of concealment. SC version fine. YES
Low-Light Vision: Gain low light vision. CA and SC version the same. YES
Mage Armor, Greater: +6 instead of +4. SC version has no material component. SC version fine. YES
Phantasmal Assailants: Deal Dex/Wis damage w/ illusionary foes if Will save fails. Fear-based. CA version does 4 (2 on successful Fort follow up), SC does 8 (4 otherwise). * it pretty powerful for a 2nd level spell, though it does require 2 saves. Will wait on discussion on this.
Shadow Binding: Shadow entangles things in a burst. SC version removes the daze effect. YES
Stony Grasp: Buffer version of earthen grasp. CA and SC versions the same. YES
Swim: Gain a temporary swim speed. CA and SC versions the same. YES
Wall of Gloom: Creates a wall of darkness. CA and SC versions significantly different---the former creates a shapable wall that blocks site and forces Will saves to cross; SC version just blocks site with a flat wall. SC version seems about right for a 2nd level spell. YES for SC.
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)
On Phantasmal Assailants:
The two saves balance it out pretty well (one to negate, one to half). It's ceratainly aroudn the power levle spells like Scorching Ray or even Ray of Enfeblement (No save, touch attack, 1d6+1 strength at L3, more at L4). I actualy thought the CA one was a bit underpowered, so it's nice to see the SC one.
__________________ PbP Mod. PM or E-mail if you have questions or issues. Visit Bront.org
Level 0: Save DC 13
1 Detect Magic
2 Light
3 Guidance
4 Resistance Level 1: Save DC 14
D Longstrider
1 Bless
2 Cause Fear
3 Summon Monster 1 Level 2: Save DC 15
D Locate Object 1 Sound Burst
2 Summon Monster 2
1
Level 0: Save DC 14
S Message
1 Detect Magic
2 Detect Magic
3 Light
4 Prestidigitation Level 1: Save DC 15 S Feather Fall
1 Comprehend Languages 2 Color Spray 3 Magic Missile Level 2: Save DC 16 S Hypnotic Pattern 1 Scorching Ray 2 Extended Mage Armor
I don't own SC. I vote YES to all that were not changed in SC. That's:
Earthen Grasp
Low-Light Vision
Stony Grasp
Swim
I'll also vote in Familiar Pocket, since no matter what they were doing, I can't see how the SC designers could have made Familiar Pocket into a spell that would affect balance.
Phantasmal Assailants: YES to CA version. 8 wis and 8 dex damage is too much for a 2nd level spell even if it does require 2 saves.
Shadow Binding: YES to CA version. the entangle part is slightly weaker than the entangle druid spell (SR applies). At 3rd level it needs a bit more and the daze for 1 round is acceptable.
Wall of Gloom: YES to SC version. The CA version is too complex and seems a bit powerful for a 2nd level spell. the SC version (just blocking line of sight but allowing a bigger wall) seems more appropriate.
I can definitely vote YES to the CA versions of PA and SB. If Wall of Gloom is even weaker in SC, it won't be a problem, so that's acceptable too. It wasn't too troublesome with the CA version either, though the Will Save to pass was helpful for our Illusionist who had very high save DCs.
__________________ "That's so far over the line between genius and madness, it passed all the way through Cthulhuville and normalcy and all the way back to brilliance!"--MoogleEmpMog
Phantasmal Assailants: YES to CA version. 8 wis and 8 dex damage is too much for a 2nd level spell even if it does require 2 saves.
Wall of Gloom: YES to SC version. The CA version is too complex and seems a bit powerful for a 2nd level spell. the SC version (just blocking line of sight but allowing a bigger wall) seems more appropriate.
I disagree for the most part with your assessment of these two.
PA is an all or nothing thing that requires 2 different saves and has SA, and damage wise (the 8 points on wis and dex) is on par with an increase from the 1st level spell Ray of Enfeblement (1d6+1/2lv strength or 3-8 at 3rd level and goes up from there), which is a no save touch spell.
I don't see the will save to pass through WoG being a dealbreaker either.
That said, I obviously approve the SC versions, as I feel the more powerful versions are ok, and I think they give Illusion some much needed pop in the spell catagory.
__________________ PbP Mod. PM or E-mail if you have questions or issues. Visit Bront.org
Ray of Enfeeblement never takes you to 0 and doesn't stack. A big brute losing Strength will weaken its attack, but that's about it. A brute enemy with lower than 8 Wis is catatonic immediately. And if it makes it barely, its Will save is now abysmal so you can do it again with ease.
As RA pointed out PA is damage where as RoE is a penalty. That penalty goes away at the end of the spell duration and can't stack with more penalties. Damage sticks and can stack.
For WoG I don't think the CA one is over powered, I just feel that the SC version is cleaner and more appropriate for L2.
Any other 2nd level ability damaging spells? Chill touch only does 1 Str on a failed save, but that is 1st. Touch of idiocy is a penalty to 3 stats, not damage. Feeblemind doesn't even do damage. Ego whip does 1d4 (save for half) Cha dmg.
Assume Foolish Fighter has a Fort +5 and Will +1 at 3rd level (14 Con, 12 Dex, and 10 Wis). Our chaster has a 15 Caster ability, so a DC 14 save. So, 24% of the time, Foolish takes 8 dmg to two stats, 36% takes 8, and 40% takes nothing, for an expected loss of about 3.5 to two states. In comparison, Foolish can expect to take 1.5 to one stat from Ego whip (and one that does not affect subsequent saves to the ability). A CR 3 shadow vs Foolish with its 1d6 Str touch attack at +3 expects to do 1.2 Str damage. Thus, in comparison to other CR 3 attacks, PA is quite stronger (unless my discrete conditional expectation is off, which it could be).
__________________ stonegod -- LEB judge and spawn of Khyber since 2005 (Blog)