enworld project: Spell Compendium Errata.

Girallon's blessing. The text states you can't use weapons and claw attacks in the same round. What about holding a shield, a staff and a greatsword? Or just a shield and 3 claw attacks? The spell lasts 10min/lvl.
 

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Moon-Lancer said:
It might be on par with scorching ray. That spell caps at 12d6, and is ranged. If it is stronger then scorching ray, its not by much. touch spells tend to be a tad stronger then ranged touch because the caster must get within melee to make a touch attack, and thats very dangerous.

No way!

Scorching ray isn't 12d6, it maxes out at 3 x 4d6 (so is reduced more by fire resistance).

Empowered Combust would average 67.5 damage against one target, instead of 3 x 21 damage. Maximised it would do 80 as against 3 x 24. Minor fire resistance gets quite widespread and shuts down scorching ray, but hardly works against combust.

Touch spells are balanced against ranged touched spells because they are never wasted - if you miss your touch attack, you get to try again later.

Sounds to me like Combust ought to be a 3rd level spell really.
 

Not a spell entry, but...

Under the clerical domains, the domain Planning has as its 4th level spell 'Status' Status is, however a 2nd level cleric spell and is absolutely pointless as a 4th level domain spell.

Suggestions:
1) Revert the domain back to how it was in Player's guide to Faerun where the 4th level spell was 'Imbue with spell Ability'

2) Change the 4th level spell to read 'Greater Status' and add the 'Greater Status' spell (as listed in the SRD http://www.d20srd.org/srd/divine/spells/statusGreater.htm)
 

Opalescent gaze has a really poorly worded duration. Either it instantaneously gives you the gaze that never goes away or it gives you gaze for only that instant making it impossible to use said gaze whatsoever. Changing it to;

Duration: One Round, see below

allows it to be used. Thus you cast it, and those who do not avert their eyes on their turn are affected. It ends before your next turn begins.
 

Plane Sailing said:
No way!

Scorching ray isn't 12d6, it maxes out at 3 x 4d6 (so is reduced more by fire resistance).

Empowered Combust would average 67.5 damage against one target, instead of 3 x 21 damage. Maximised it would do 80 as against 3 x 24. Minor fire resistance gets quite widespread and shuts down scorching ray, but hardly works against combust.

Touch spells are balanced against ranged touched spells because they are never wasted - if you miss your touch attack, you get to try again later.

Sounds to me like Combust ought to be a 3rd level spell really.
Actually, elemental resistances are applied per round, not per attack.
From the SRD
A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type each round, but it does not have total immunity.

EDIT: I agree that it's strong, but I don't think that it't too strong. Combust is a very good second level spell, and would be just fine moved up a level, but it's not really errata-worthy any more than Scorching Ray is. The fact that you can split the ray is occasionally handy, albeit normally sub par, and I think that the range is superior to holding the charge. At low levels you are way too fragile to intentionally stay in melee combat, and at high levels a second-level slot isn't very powerful.

Likewise, I haven't got a problem with Kelp Strand. The grapple modifier is downright pathetic compared to a grappler of the appropriate level, as it should be. Compare the grapple modifier you can get to a decent Summon Monster at each level. Summoning competently doesn't scale well purely by caster level, but it's a way better use of your actions, and is much more flexible. Oh, and summoned monsters can pin, take damage another actions, and so on and so forth.

Really, Kelpstrand's main strength is that it scales well, and so it's a good spell to quicken. It's not weak and it hoses people unprepared to deal with grappling, but that's not hard to do,

Blinding Spittle, on the other hand, is just sick. Touch attacks are easy the majority of the time, so quickening it is just wicked. It pretty much means "your blinded until you take a standard action (at best), and I only spent a free action. I more or less shut you down for a round with a quickened spell, and there's not a lot you can do about it." Not sure how to fix it, though.

I agree that Bolt of Glory needs to be fixed. It hoses one creature type way too completely, and outdoes most direct damage of it's level for other types. I don't have my books on me so I can't comment on the rest right now.
 
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Elemmakil said:
Actually, elemental resistances are applied per round, not per attack.
Actaully there is a discrepancy there. the 3.5 PHB and the 3.5 Special abilty the spell reference do not agree. I do believe the PHB does win this argument because it was defining the term.

Resist Energy
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.


Resistance To Energy
A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type each round, but it does not have total immunity.
 

frankthedm said:
Actaully there is a discrepancy there. the 3.5 PHB and the 3.5 Special abilty the spell reference do not agree. I do believe the PHB does win this argument because it was defining the term.

Resist Energy
This abjuration grants a creature limited protection from damage of whichever one of five energy types you select: acid, cold, electricity, fire, or sonic. The subject gains energy resistance 10 against the energy type chosen, meaning that each time the creature is subjected to such damage (whether from a natural or magical source), that damage is reduced by 10 points before being applied to the creature’s hit points. The value of the energy resistance granted increases to 20 points at 7th level and to a maximum of 30 points at 11th level. The spell protects the recipient’s equipment as well.


Resistance To Energy
A creature with resistance to energy has the ability (usually extraordinary) to ignore some damage of a certain type each round, but it does not have total immunity.
That's the description of the spell Resist Energy, not the description of the term. It is no more the primary source for the special quality energy resistance than Stoneskin is the primary source for DR.

Edit: that came off way snarkier than I had thought. Sorry.

Second Edit: OK, I was wrong. See the post below this. Nothing more here, folks. Move along.
 
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Elemmakil said:
Actually, elemental resistances are applied per round, not per attack.

The v3.5 DMG has the exact line you quoted, but is further clarified by the following (which incidentally does not appear in the SRD):

DMG said:
For example, a janni has resistance to fire 10. A janni can ignore the first 10 points of fire damage it takes each attack.

Emphasis mine.
 

Ya, fire resist was only per round in 3e.
Simplified in 3.5 (and generally reduced its value too).

Oh and as far as the original topic goes:
Claws of Darkness is level 2 in its description but level 3 on the spell list.
Both can't be right. I'd say it should be level 2 but thats just my gut.
 
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