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


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ForceUser said:
I'm not suggesting that it's right or even that I agree with it. My point was it was unclear in 3.0 and now they've fixed it.
Yeah, I know. That's exactly the point I was addressing... :)
 

Animate dead is now a Sor/Wiz4 spell (was Sor/Wiz5) and costs only 25 gp/HD (was 50 gp/HD).

Create undead and create greater undead are now not only Clr spells, but also Sor/Wiz spells of the same level (i.e., 6 and 8, respectively).
And I think the list of creatures you can create at each level has changed, too...

- I'm one seriously happy necromancer today :D Darkness
 

Croaker said:
[BDeathwatch has the [evil] descriptor, so good clerics can no longer use it to keep an eye on their companions' status. [/B]

I like many of the changes to spells, but this one really bothered me. I think the whole point for this spell was to give an in-game reason to explain why a cleric might use his or her cure spells to save those party members that could be saved, instead of using them on people who didn't need the spell as much or who was dead and past the point of benefiting from curing. This provided in-game logic to the reality of player's being aware of their fellow player's characters hit points. To make the spell have an evil descriptor has to be the silliest change in the revision.
 

zoroaster100 said:


I like many of the changes to spells, but this one really bothered me. I think the whole point for this spell was to give an in-game reason to explain why a cleric might use his or her cure spells to save those party members that could be saved, instead of using them on people who didn't need the spell as much or who was dead and past the point of benefiting from curing. This provided in-game logic to the reality of player's being aware of their fellow player's characters hit points. To make the spell have an evil descriptor has to be the silliest change in the revision.
On the bright side, deathwatch is no longer relevant because a far superior spell, status, is now 2nd level.
 

zoroaster100 said:


I like many of the changes to spells, but this one really bothered me. I think the whole point for this spell was to give an in-game reason to explain why a cleric might use his or her cure spells to save those party members that could be saved, instead of using them on people who didn't need the spell as much or who was dead and past the point of benefiting from curing. This provided in-game logic to the reality of player's being aware of their fellow player's characters hit points. To make the spell have an evil descriptor has to be the silliest change in the revision.

Don't overlook the spell status. It has been reduced to 2nd level (far more appropriate to where it was before; always thought it was way too high in level).

:)
 

I have always thought that instant transportation spells should be conjuration, or "summoning" from 2nd edition. Conjuration school is involved with transporting things through the dimensions. Dimension door, teleportation, and teleport without error make much more sense as Conjurations than as Transmutations. (Of course, I think it would have been more appropriate to save this change for a proper 4th Edition as to not invalidate some of the specialist wizards already out there :( )
 

Death Ward

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! :cool:
 
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