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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
[3.5] Spells (New & Changes)
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<blockquote data-quote="Kae'Yoss" data-source="post: 998275" data-attributes="member: 4134"><p>You mean minor restoration now removes all penalties? The old lesser restoration only removed 1d4 of a single ability damage, AFAIK.</p><p></p><p>And sure, it's no ability damage, but a penalty (enhancement?? I think it was unnamed), but you can still screw up one's ability scroes, lowering his mental abilities by an average 10 points total. That will weaken spellcasters of all kinds, and with a lowered will save, you are screwed even more. But the worst is, that this is done without a save, and by a 2nd-level spell. The old harm comes to mind.</p><p></p><p></p><p></p><p></p><p>Given that energy resistance works like damage reduction now (i.e. per attack, not per round), the 1st-level spell Endure Elements would be far to powerful with energy resistance 5, and they probably wouldn't want to give you ER 1 or 2. So they made it an utility spell with a long duration (a spell that's not for combat - just the thing that everyone wants...)</p><p></p><p>Resist Energy now gives us ER 10, which now is per attack IIRC. This is far more valuable than the old 12 per round (so now melf's acid arrow will not piercy your Resist Acid, even if you're hit with a dozen of them.)</p></blockquote><p></p>
[QUOTE="Kae'Yoss, post: 998275, member: 4134"] You mean minor restoration now removes all penalties? The old lesser restoration only removed 1d4 of a single ability damage, AFAIK. And sure, it's no ability damage, but a penalty (enhancement?? I think it was unnamed), but you can still screw up one's ability scroes, lowering his mental abilities by an average 10 points total. That will weaken spellcasters of all kinds, and with a lowered will save, you are screwed even more. But the worst is, that this is done without a save, and by a 2nd-level spell. The old harm comes to mind. Given that energy resistance works like damage reduction now (i.e. per attack, not per round), the 1st-level spell Endure Elements would be far to powerful with energy resistance 5, and they probably wouldn't want to give you ER 1 or 2. So they made it an utility spell with a long duration (a spell that's not for combat - just the thing that everyone wants...) Resist Energy now gives us ER 10, which now is per attack IIRC. This is far more valuable than the old 12 per round (so now melf's acid arrow will not piercy your Resist Acid, even if you're hit with a dozen of them.) [/QUOTE]
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