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Building Eberron (Using non-Eberron books)

A variety of spells in the compendium did recieve errata, but nothing to "fix" your objections to those particular spells.

Here's a list of some individual Spell Compendium spells I'd like to see. Some of these must be on multiple lists, but I'll put them on the ones I most commonly associate them with.

Sorceror/Wizard
Critical Strike
Benign Transposition
Weapon Shift
Heroics
Whirling Blade
Dragonskin
Force Wave
Ruin Delver's Fortune
Ray Deflection
Blink, Greater
Dragonsight
Stone Body

Druid
Aspect of Wolf
Camouflage
Vigor, Lesser
Cloud Wings
Enhance Wildshape
Last Breath

Paladin
Divine Insight
Undead Bane Weapon
Winged Mount

Ranger
Forestfold
Foebane

Cleric
Spell Immunity, Lesser
Revivify

There are a lot more good ones, but that's enough to get started. ;)
 

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A variety of spells in the compendium did recieve errata, but nothing to "fix" your objections to those particular spells.

It boggles the mind, doesn't it? I've never met a single person who would argue that Wraithstrike wasn't gamebreaking after thinking about it for a little while.
 

Rystil Arden said:
It boggles the mind, doesn't it? I've never met a single person who would argue that Wraithstrike wasn't gamebreaking after thinking about it for a little while.

Wants to argue... having trouble with keeping a straight face... ah, skip it. :D

I've had too much fun with deep strike, so I can very much see your point. :)
 

Patlin said:
Wants to argue... having trouble with keeping a straight face... ah, skip it. :D

I've had too much fun with deep strike, so I can very much see your point. :)
Yup. Deep Impact and Unavoidable Strike are perfect examples of intelligent game designers where the designers realised what it should cost to get *one* attack to count as a touch attack. Two feats, high prereqs, action payoffs to do it again, not a trivial spell as a Swift action for a full round of touch attacks :uhoh:
 

Rystil Arden said:
Yup. Deep Impact and Unavoidable Strike are perfect examples of intelligent game designers where the designers realised what it should cost to get *one* attack to count as a touch attack. Two feats, high prereqs, action payoffs to do it again, not a trivial spell as a Swift action for a full round of touch attacks :uhoh:
For most uses, i.e. by a wizard (who is the only target), you'll get only one attack for a very long time. Course, could just rule "next melee attack" and be done with it. ;)

[Yes, I can see someone trying to cherry pick 3 levels of wizard and then 6 of fighter to get 2 touch attacks.]
 

stonegod said:
For most uses, i.e. by a wizard (who is the only target), you'll get only one attack for a very long time. Course, could just rule "next melee attack" and be done with it. ;)

[Yes, I can see someone trying to cherry pick 3 levels of wizard and then 6 of fighter to get 2 touch attacks.]
Or you could be a Knight Phantom and be Fighter 1/ Wizard 5/ Knight Phantom 8 and have 3. And then cast Haste and have 4. These guys aren't trying to cherrypick or break the game--they legitimately want to play a Knight Phantom because they think it is cool. But they either have to voluntarily not use this spell or else they will completely unbalance any game they enter, just because of this spell.
 

I don't have the Spell Compendium, so I can't comment on anything from there.

However, I would suggest that we make only the common L0 spells the ones players start with. IE, the ones in the Core books and the ECS.

Also, I'm not a big fan of including everything, partialy from a character approval standpoint, and partialy from a GM needs to know what he's up against standpoint.

On that thought, things I've thought over on the Core classes. (Not including the complete psionic, since I don't know those off the top of my head)

Definately like in Eberron: Scout, Swashbuckler, Spirit Shamen, Favored Soul, Knight, Spellthief

Not sure on: Wu Jen, Beguiler, Dragon Shamen, Duskblade, Warlock

Don't care for, but could be talked into: Hexblade

Don't like: Warmage

Don't see in Eberron: Samuri, Ninja, Shujenja

Comments and input is welcome.
 

My few cents:

Spikes: Errata'd in Compendium not to stack with other threat-range doubling abilities. Was that your beef, RA, or something else?

Orbs: I see why they have no save and SR, but I doesn't mean I have to like them. The *theory* is that they are conjured balls of stuff, so SR doesn't apply since the material already exists (just like Melf's acid arrow--no SR). Saves's don't apply to the damage because its a roll to hit spell, which are usually no save (again, Melf's). Problem is, things get out of hand. Orb of acid---okay, I see that. Its just Melfs-- or Melfs++. Fire? Maybe. Cold? Maybe. Electricity? Errr... stretching it a bit. Force? Huh? Sonic? WFT? For real, tangible energy types, I might leave them as is, but Force and Sonic, SR would apply.
 
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However, I would suggest that we make only the common L0 spells the ones players start with. IE, the ones in the Core books and the ECS.

Definitely agree with that! I may be the only approved Divine caster right now, but when we approve new Divine spells, they are not going to just magically all appear on a character's spell list. That just isn't fair to anyone, most of all the people who don't own the books and try to play these classes. You pay to add spells to your list.
 

Not sure on: Wu Jen, Beguiler, Dragon Shamen, Duskblade, Warlock

You don't like Rayni, Bront? :(

I'd say definitely yes on Warlock and Beguiler. Dragon Shaman I wouldn't put into most campaigns, but in Eberron it seems to make more sense than usual. Wu Jen, nah. Duskblade maybe.
 

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