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

Hypersmurf said:
Control Weather had no save in 3.0, and I'm afraid the 3,5 books haven't even arrived in this country yet, so I'd have to do some SRD browsing. I'm sure someone with the books will have an idea...

-Hyp.

Argh! I'm an idiot! I meant Control Winds, not Control Weather!

BLARGH!
 

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Hypersmurf said:
Oh. Then I'd be inclined to say use the spell's DC. It's magic wind :)

-Hyp.

Wind Force: For every three caster levels, the character can increase or decrease wind force by one level of strength. Each round, a creature in the wind must make a Fortitude save or suffer the effect.

I think it is the DMG.
 


youspoonybard said:
There are DC's in the DMG, i was asking if the spell or the DMG should be saved against.

Personally, I always thought the spell DC was applicable, too.

Then why is the fort save mentioned in the changing wind speed? I think the saves are the ones in the DMG. Wind speed changes the fort save, not the caster.
 

LokiDR said:


Then why is the fort save mentioned in the changing wind speed? I think the saves are the ones in the DMG. Wind speed changes the fort save, not the caster.

It's magical wind. : P While your arguement makes sense, there is also no special note saying to use the DMG DC's or not, and I'd stick with the Spell level + Wis mod + 10.

If, within the same category there were different DC's, I'd agree with you.
 

St. Kargoth said:
Evard's Black Tentacles now 1 round/level an incredible grapple check bonus and immune to damage from everything. :eek:

That looks as if it's been balanced against the field of tentacles now only getting one grapple attempt at anyone within reach, rather than working out half a dozen grapples from every tentacle within 10ft of someone. Less work to work out now.

Also, it is no longer a perfect defence for Halfling and Gnome wizards, who previously were ignored by the tentacles. now everyone in the area is, uh, up for grabs ;)

Cheers
 




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