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

Silver Surfer said:
Flame Arrow now simply gives the flaming property to projectiles (+1d6), so no unlimited fiery bolts anymore... :( but the duration is up to 10 min / lvl

I believe that part of the spell has been redone as Scorching Ray.
 

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Maze requires the target to make an INT check (DC20) each round to escape, or wait until 10 minutes have passed. Plus, SR applies :)

The Mind Blank / Discern Location - conflict is finally resolved: Mind Blank is more powerful :)
 

Notes I made while comparing 3.0 and 3.5

Combat casting now provides +4 to Concentration checks when grappled/ pinned. :)

The fogs are now 20 ft. radius, not 30 ft.

Many more spells now (D)ispellable.

Calm Emotions now affect all in 20 ft. radius, not xd6 HD. :)

Clairaudience/Clairvoyance reduced to Long Range.

Cloudkill changed to 1d4 Con poison damage, from 1d10 poison damage.

Freedom of Movement now provides automatic freedom from grapples. :D

Neutralize Poison now lingers for 10 minutes/level. :)

Shout now does 5d6 sonic damage, not 2d6.

Silence spell now a 20 ft. radius.

Tasha's Hideous Laughter now lasts 1 round/level. It's the new Hold Person.

Web entangles even if save made, you're just not stuck. :)

- Ed Tostanoski
 
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Dwarmaj said:
Is the "enhancement" bonus from Barkskin [3.5] a new bonus type?


It is an enhancement just like a magic armor bonus is an enhancement bonus to the armor bonus.

from the 3.5 srd:

Barkskin toughens a creature’s skin. The effect grants a +2 enhancement bonus to the creature’s existing natural armor bonus. This enhancement bonus increases by 1 for every three caster levels above 3rd, to a maximum of +5 at caster level 12th.
The enhancement bonus provided by barkskin stacks with the target’s natural armor bonus, but not with other enhancement bonuses to natural armor. A creature without natural armor has an effective natural armor bonus of +0.
 

Death Ward now blocks death effects, energy drains, and spells that use negative energy.

This includes Harm and Inflict Spells.

Suddenly a very specialized spell became ultra-useful!
My death ward Plate (I crafted it for flavor reasons before) now really kicks ass!

Add all the chnges to Righteous Might and Divine Power (My cleric has 17 str) and I will never again have time to buff someone else

How do I talk my DM into converting :D
 
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Caliban said:
Ray of Enfeeblement doesn't grant a saving throw anymore.


That may be a bit too good. I was thinking against fighters not a bad debuff, against clerics who probably don't have a really high str and are likely in heavier armor it can be brutal, against rogues, wizards and the like it very easily can drop them to 1 str no save and that's just sick.
 

I notice Ray of Enfeeblement still doubles as Protection from Shadows...

No save, huh? Innate Spell and Supernatural Transformation will give you a Ray of Enfeeblement at will as a Su ability, no save, no SR, 1d6+5 Str penalty...

You need to be a Wiz21 who gives up a 9th level slot, sure, but hey...

-Hyp.
 
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clairaudience/clairvoyance now has a range of 400ft+100ft/lvl :confused:

Wierd change. Now there's no spell which allows the diviner in their tower to let his mind go wandering...
 

Hypersmurf said:
I notice Ray of Enfeeblement still doubles as Protection from Shadows...

No save, huh? Innate Spell and Supernatural Transformation will give you a Ray of Enfeeblement at will as a Su ability, no save, no SR, 1d6+5 Str penalty...

You need to be a Wiz21 who gives up a 9th level slot, sure, but hey...

-Hyp.

That particular spell is seriously dodgy - for instance, the short description says it deals strength damage (which means it stacks with itself), and the full description says that it's a 'penalty', presumably an unnamed one (which wouldn't stack with itself).

Additionally, you'd have to assume that "The subject's strength score cannot..." should be "this spell cannot cause the subject's strength score to..."

Oh, and from my reading of blade barrier, it now doesn't actually occupy an area - it has a 'thickness' of zero, and you're either
a) passing through it
b) not passing through it

you can't be sitting in it.
 
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Saeviomagy said:

Oh, and from my reading of blade barrier, it now doesn't actually occupy an area - it has a 'thickness' of zero, and you're either
a) passing through it
b) not passing through it

you can't be sitting in it.
Yeah, I think that was the point. I'm happy with the change.
 

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