D&D 3.x [3.5] Noteworthy spell changes

Re: Re: Re: [3.5] Noteworthy spell changes

The 3.0 text was too ambiguous for me and my friends; it could be interpreted to mean you only pay the cost in certain instances.

Only if you closed one eye and sort-of squinted at the page. Kinda like those magic eye pictures.

-Hyp.
 

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Re: Re: [3.5] Noteworthy spell changes

Li Shenron said:

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.


Actually, I think that Conjuration makes much more sense for Teleport than Transmutation did.

Conjuration spells move things around.
-- Summon spells bring things to you temporarily
-- Healing spells bring you hit points. :p (Or conjure undamaged flesh)
-- Teleport spells move items or creatures to you or from you.
 

Re: Re: Re: [3.5] Noteworthy spell changes

Caliban said:
-- Healing spells bring you hit points. :p (Or conjure undamaged flesh)

I never have quite gotten the Conjuration-healing connection. Seems more like a Transmutation (changing damaged flesh to undamaged).

Though the image of clerics conjuring undamaged flesh & then magically grafting it to the wounded is . . . interesting, if somewhat disturbing. :)
 

Re: Re: Re: Re: [3.5] Noteworthy spell changes

coyote6 said:


I never have quite gotten the Conjuration-healing connection. Seems more like a Transmutation (changing damaged flesh to undamaged).

Though the image of clerics conjuring undamaged flesh & then magically grafting it to the wounded is . . . interesting, if somewhat disturbing. :)

Heh, you want disturbing you should see an "empathic healer" character I made for Mutants & Masterminds.

Instead of that pansy "transfering their wounds to my body" crap, he would rip bloody chunks out of his own flesh and graft them onto their body to heal the wound.

I ended up changing the character because no one in the party wanted me to heal them. Bah.
 

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

I would say that this was a necessary change given the way energy resistance changed in 3.5 - it is now per attack rather than per round.
 


Analyze Dweomer is now 1 action casting time and identifies one item per round or identifies all spells on one person per round (spell, effect, caster level). :)

Blasphemy, holy word, dictum, and whatever the chaotic one is now have different effects based on the targets' hit dice relative to your caster level instead of using flat HD numbers. :)

Delayed Blast Fireball specifies its max damage is 20d6. :)

Divine Power is +6 enhancement bonus to strength and 1 temporary hitpoint per level, and fighter BAB. :)

Righteous Might is +8 size bonus to strength and +4 size bonus to constitution and +4 enhancement to natural armor and 5 10 or 15/evil (or good if you channel negative energy) damage reduction at 9th, 12th, and 15th levels respectively.. Whooo boy!

Otto's irresistible dance actually tells you what it means to be "unable to do anything but caper and prance", namely: It gives a -4 penalty to AC, -10 penalty to reflex saves, negates the AC bonus from a shield, and you draw attacks of opportunity every round.

Dimension door lets you take 1 additional medium sized creature per 3 caster levels.

Glitterdust does what it did before (reveals creatures) and gives a -40 penalty to Hide checks (heh)

Teleport is only good for 100 miles

-The Souljourner
 

At this rate, the 4th Edition Endure Elements spell will only reduce discomfort, but not eliminate any game effects ... For the record, to show how far it has fallen:

Endure Cold/Endure Heat (Alteration) Reversible

Level: 1
Components: V,S
Range: Touch
Casting Time: 1 round
Duration: 9 turns/level
Saving Throw: None
Area of Effect: One creature

Explanation/Description: The recipient of this spell is provided with protection from normal extremes of cold or heat (depending on which application is used). He or she can stand unclothed in temperatures as low as -30° F or as high as 130° F (depending on application) with no ill effect. [Save perhaps for indecent exposure charges - ed.] A temperature extreme beyond either of those limits will cause 1 hit point of exposure damage per hour for every degree above or below those limits. (Without the benefit of protection such as this, exposure damage is 1 hit point per turn for each degree of temperature.) The spell will last for the prescribed duration, or until the recipient is affected by any form of magical cold (including white dragon breath) or magical heat. The cancellation of the spell will occur regardless of which application was used and regardless of which type of magical effect hits the character (e.g. endure cold will be cancelled by magical heat or fire as well as by magical cold). The recipient of the spell will not suffer damage from the magical heat or cold during the round in which the spell is broken, but will be vulnerable to all such attacks starting on the following round. The spell will be cancelled instantly if either resist fire or resist cold is cast upon the recipient.
(Unearthed Arcana, E. Gary Gygax, 1985)

DM: "The red dragon breathes on your 1st level cleric for 90 points of damage! Save vs. breath weapon for half!"

Player: "Doesn't matter-I had endure heat up. No damage for me!"

DM: ")@$#*^"
 

Grease now forces you to make a DC 10 balance check to move within or through the greased area, and if you fail you can't stop, and if you fail by more than 5 you fall down.

It also grants a +10 bonus on Escape Artist or Grapple checks to escape a grapple or being pinned.

Pretty nifty.
 

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