D&D 3E/3.5 [3.5] Noteworthy spell changes

ForceUser

Explorer
In no particular order, here are some things I noticed while browsing the 3.5 spell section...

  • Magic vestment is no longer +1 AC per 3 levels, instead it is +1/4. :(
  • Aid now adds 1d8 + caster level in temp hit points instead of just 1d8. :)
  • Barkskin does, indeed, stack with true natural armor. It is considered an enhancement bonus. :)
  • Spiritual hammer has been buffed. It now does 1d8 force damage +1 point per 3 caster levels (max +5). Also, it now uses your BAB + Wis modifier to hit instead of just BAB. :)
  • All versions of planar ally now cost lots of money to use, plus a little XP. For instance, to get a planar ally from the median spell to aid you in a single combat will cost 100 gp per HD of the creature called, plus 250 XP. :rolleyes:
  • Awaken now only costs 250 XP, not 500. :)
  • The text now clearly states that a wish spell always costs at least 5000 XP to cast. :frown:
  • Banishment via holy word now allows the target a Will save with a -4 penalty. :(
  • Holy sword no longer doubles the damage dealt, instead it adds +2d6 holy damage. :(
  • Arcane transportation spells (dimension door, teleport, gate) are now conjurations. :confused:
  • Burning hands is now evocation. :(
  • In fact, a specialist wizard without evocation will be hard pressed to deal damage to his foes. :(
  • Augury now has a casting time of one minute. :(
  • Blade barrier is now a standard action to cast and lasts 1 min/level. :)
  • Blindness/deafness is still permanent. :)
  • Call lightning storm is exactly like 3.5 call lightning, except damage dealt is 5d6 per bolt (or 5d10 outdoors in a storm), with maximum 15 bolts. /shrug
  • All mass cure spells are now close range and affect one creature/level, no two of which can be more than 30 ft. apart. This is a step up from 3.0's healing circle. :)
  • Destruction has been clarified - it consumes the creature, but not the phat loots on its person. :)
  • Disintegrate is an insane spell. 2d6/level damage. :confused:
  • Heal heals 10/level hit points, up to 150. Mass heal caps out at 250. :)
  • Greater magic fang can indeed be applied as a +1 bonus to all extremities with one casting. Furthermore, both GMF and MF can be made permanent with a permanency spell. :)
  • Magic stone now deals 1d6+1 damage per stone, or 2d6+2 verses undead. It is now a druid spell as well. :)
  • Mirror image has been clarified: an attacker must be able to see the images to be fooled. If you are invisible or the attacker shuts their eyes, the spell has no effect. By extension then, if a creature closes its eyes and uses blindsight to find you, you're hosed. Also, it is made very clear that the images occupy a cluster of spaces within 5 feet of at least one other figment or you. Bust out the extra minis, I guess. :)
  • Fly lasts 1 min/level and gives you a fly speed of 60 feet, or 40 feet if in medium or heavy armor. :confused:
  • Resurrection costs 10,000 gp and you still lose a level! :(
  • The passworded version of forbiddance is a lot cheaper now, 1,000 extra gp vice 5,000 gp. :)
 

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re

Thanks for compiling this list ForceUser.

Interesting read.

I don't much like that change to Holy Sword since most Paladin's high enough level to cast it often have a blade with the Holy ability already on it. I may use the old version if there isn't an additional compelling reason to use it.


I like the change to Holy Word. That spell made it way too easy to banish extraplanar creatures.

Change to Aid is nice as well.

Seems Andy Collins did some real nice spell changes overall. I'm very happy I ordered the 3.5 books now. They are on the way and will hopefully be here by Friday or Saturday so I can start working on my house rules.
 


You missed out the really significant change to Blade Barrier - it can now ONLY be cast as a vertical wall (either a plane or a cylinder). So it is no longer an incredibly powerful area-attack spell, and instead it is a defensive wall which will really hurt those who try to get through it.

Definitely a good move.

If you want to add in additional ones:

Endure Elements (1st level) no longer gives resistance 5 to an element, it just protects you from natural temperature extremes :(

Telekineses violent thrust is clarified, and there is an excellent option to use it 1r/level for "special combat manouvers" (grapple, disarm etc)
 

You missed out the really significant change to Blade Barrier - it can now ONLY be cast as a vertical wall (either a plane or a cylinder). So it is no longer an incredibly powerful area-attack spell, and instead it is a defensive wall which will really hurt those who try to get through it.

Have they clarified what happens if someone (say, someone with a 10x10 face) remains within the barrier after it has manifested? Damage each round, or only when entering/passing through?

Telekineses violent thrust is clarified, and there is an excellent option to use it 1r/level for "special combat manouvers" (grapple, disarm etc)

How well does it work for shoving someone back and forth through a Blade Barrier? :)

-Hyp.
 


re

I'd like to know if you can now cast a hold spell on someone and then place them in a Blade Barrier for deadly damage every round until they are little chunks of meet in a pool of their own blood.
 

Ok... few comments.

ForceUser said:
The text now clearly states that a wish spell always costs at least 5000 XP to cast. :frown:

I think it's too much for the specific case of using Wish to duplicate spells. It shouldn't be free, or otherwise preparing 1 Wish would work as +1 effective level to spontaneously cast once any 8th or lower level spell. But I think very very rarely if ever a Wiz would spend 5000Xp to cast a spell he doesn't know.
Besides, did it happen to Miracle as well?

ForceUser said:
Arcane transportation spells (dimension door, teleport, gate) are now conjurations. :confused:

I have no idea which school would make best sense for teleportation spells, but conjuration is no worse than transmutation. This change was probably done only to beef up Con school and tone down Tra with the same fix.

ForceUser said:
Burning hands is now evocation. :(
In fact, a specialist wizard without evocation will be hard pressed to deal damage to his foes. :(

For this specific spell, I think Evocation makes more sense than Transmutaion, but Conjuration would have worked as well. Apart that other Conj damaging spells are becoming Evo as well...

ForceUser said:
Resurrection costs 10,000 gp and you still lose a level! :(

I heard many complaints about high-level and epic games where NPCs and PCs can't be effectively killed because it's too easy to be resurrected. I don't know but this might help.
 



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