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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="Madfox" data-source="post: 998522" data-attributes="member: 1714"><p>Energy Resistance now also increases with level, it becomes a 20 and even 30 at higher levels.</p><p></p><p>I also wouldn't call endure elements useless. It still protects against normal environments <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Alter self btw completely polymorphs the caster into the new shape. The new shape is limited to your own type with 1 HD or less per level of the caster (to a max of 5) and cannot change more then one size category then your basic size category. Your attributes do not change. You do gain natural movement capabilities (slightly limited as far as speed is concerned), natural attack, natural armour, racial skill modifiers and racial feats. You do NOT gain anything else, so no dark vision, low-light vision or even breathing underwater. By the core rules this spell is great for disguise, but it does not offer much more except perhaps some natural armour and swim/climb movement. With some other sources, like the FR MM, though it becomes quite good. I mean, the asabi have a movement of 50 ft and burrow speed of 20 ft, added with +2 natural armour it is a great form to shift into. If you use Greyhawk monsters the norker is terrible abusive, this small goblinoid has a natural armour of +7!</p><p></p><p>Foresight btw has not changed.</p><p></p><p>Instead of expeditious retreat, the travel domain now contains long stride, which grants a +10 ft movement for 1 hr/lvl. Druids gain this spell as well btw.</p><p></p><p>Tasha's laughter has gained a duration of 1 rd/lvl and is a 1st level spell for bards. Talk about a powerful 1st level spell, because unlike hold person there is no save every round and while the victim might not be helpless, he still cannot much more then laugh.</p><p></p><p>Most of the changes btw are in moving around the spells to different schools.</p></blockquote><p></p>
[QUOTE="Madfox, post: 998522, member: 1714"] Energy Resistance now also increases with level, it becomes a 20 and even 30 at higher levels. I also wouldn't call endure elements useless. It still protects against normal environments ;) Alter self btw completely polymorphs the caster into the new shape. The new shape is limited to your own type with 1 HD or less per level of the caster (to a max of 5) and cannot change more then one size category then your basic size category. Your attributes do not change. You do gain natural movement capabilities (slightly limited as far as speed is concerned), natural attack, natural armour, racial skill modifiers and racial feats. You do NOT gain anything else, so no dark vision, low-light vision or even breathing underwater. By the core rules this spell is great for disguise, but it does not offer much more except perhaps some natural armour and swim/climb movement. With some other sources, like the FR MM, though it becomes quite good. I mean, the asabi have a movement of 50 ft and burrow speed of 20 ft, added with +2 natural armour it is a great form to shift into. If you use Greyhawk monsters the norker is terrible abusive, this small goblinoid has a natural armour of +7! Foresight btw has not changed. Instead of expeditious retreat, the travel domain now contains long stride, which grants a +10 ft movement for 1 hr/lvl. Druids gain this spell as well btw. Tasha's laughter has gained a duration of 1 rd/lvl and is a 1st level spell for bards. Talk about a powerful 1st level spell, because unlike hold person there is no save every round and while the victim might not be helpless, he still cannot much more then laugh. Most of the changes btw are in moving around the spells to different schools. [/QUOTE]
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[3.5] Spells (New & Changes)
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