Beguilers and the Spell Compendium

Still no suggestions of spells that just beg to be on the Beguiler's spell list???

I hate the weekends. Participation is so light.
 

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Not from me. I agree with Glyfair that that's the whole point of the Advanced Learning ability. The same goes for the Warmage (Complete Arcane) and Dread Necromancer (Heroes of Horror).
 

I believe that I already addressed that I feel differently... that the Spell Compendium was not used simply because WotC did not want to force another book simply to utilize the class as presented in the PHB2. I also agree that the Advanced Learning ability is tailor made to address the myriad of other sources - be it Forgotten Realms Books, Kalamar Books, Eberron Books, other Third Party Books, etc. the list goes on and on. Five additional spells added to the list over 20 levels is a little light for my tastes, especially with the gamut of available and thematically congruous choices that are out there. Again, I understand the Rules Lawyering point of view that since it was not already explicitly printed to include the Spell Compendium, that one must be exceedingly careful about any additions, but a specialist in a certain limited range of spells would IMO have access to at least some of the additional spells that fit that criteria.

So, if you feel otherwise, great... but why bother to post? If you think there are a few spells that seem obviously appropriate, please feel free to share your thoughts. I just want a few suggestions (and possibly rationales) on some potentials for addition. I am not nearly as judgmental on the subject as others apparently are.

And no offense is meant to any who have posted here. I fully understand alternate points of view on this, and I appreciate that difference in judging style.
 

Fair enough!

That being said, I haven't scoured the Spell Compendium with beguilers in mind. I'll have fun considering it next time I check the book.
 

Piratecat said:
Because the beguiler automatically knows all spells that he has access to, be very, very cautious about adding any new spells to his list. I would tend to only allow a player to "swap" spells onto the list, eliminating an existing spell in order to add a new one. That's certainly a house rule (and one I use for adding new cleric spells as well), but it would help maintain balance better than adding spells freely.
We adopted your house rule some time ago, and it definitely makes for some agonizing (and exciting) choices. I'm statting up my new 5th-level cleric for an upcoming Greyhawk game, and the most fun part has been choosing my spell list. Just look at the spells I dropped--my 3rd-level spell list is barely recognizable! :)
 

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