I've got the D&D Spell Compendium- Any questions?

Morgenstern said:
Evokers remain the crown princes of AOE and seem to be way out in front on variety of damage for those pesky critters with resistances.

Orb of Force damages pretty much *everything* with full effect. Very reliable. Very useful.

But for area effects, Evocation spells still have the edge, at least a little.

Bye
Thanee
 

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I see this book as a good "collective Xmas present" for a gaming group.

Everybody shares the price and then you have only one spell reference book to carry around (or even leave in the house of the player hosting the game session).

Besides that, I'm quite pissed off by the lack of spell lists for all the non-core classes. It would take away just some pages. I hope they AT LEAST put a wab enhancement on the site with that!!
 

MerricB said:
I think the No SR on Orb of Force is stupid... but I don't mind conjuration getting these particular spells. They're not really that good, and they fit conjuration better than evocation (as least I see it).
You think throwing "orbs" of lightning (that also don't offer SR) fits in conjuration?

The way I see it, conjuration should be inferior to evocation when it comes to direct damage-dealing. Conjuration should inflict its damage either by summoning a monster which hits things for you, or by creating some sort of physical substance that inflicts damage by its nature (e.g. melf's acid arrow). The only orb I see as really appropriate for conjuration is orb of acid, and I'm thinking it would be more appropriate as doing, say, 3d6 damage for one round per four levels, or something like that.

Now, I also think that evokers could use some boost when it comes to dealing damage, especially at higher levels. Fireball might be a fine spell for 3rd level, but polar ray still doing 1d6/level as an 8th level spell is just pathetic.
 

Personally, I find this most useful for me as DM.

In my house rules I have specific spell lists for each god (or in some cases set of gods) which are the only ones clerics of that god may choose from - so I can just use spells from this book to round out those lists and maybe drop a few dubious choices I made for lack of options.

For spell list examples, you can look here: http://aquerra.wikispaces.com/Spell+Lists

And since wizards (and their sorcerer equivalents in my game) can only gain what spells they can find or that they can research (based on what spells they already know and it takes time) there is not an open market on a sudden influ of non-core spells - I can introduce them as slowly or as quickly as I'd like.

If your curious about how it works for wizardsm, check here: http://aquerra.wikispaces.com/Wizard+Characters#learningspells
 


Thanks for posting info on the book, definitely on my wish list!

Having all those wonderful spells in one location will be awesome, and since I don't have all the books/magazines mentioned or ever will (since there is 0% chance of me buying the Miniatures Handbook or Savage Species) there will be enough 'new' spells for me to enjoy!
 



Danzauker said:
Besides that, I'm quite pissed off by the lack of spell lists for all the non-core classes. It would take away just some pages. I hope they AT LEAST put a wab enhancement on the site with that!!

While it would be nice, I think taking this approach could soon end in more than just "some pages." Sure, you have the classes from the "Complete" books, but what about other sources? Do you include the core classes from the Miniatures Handbook (that weren't included in the Complete books)? Do you include all the prestige classes with their own spell lists? Do you include the infusions from Eberron's artificer? Do you include evocations for the Warlock?

Li Shenron said:
You're right that it will be more useful for a player rather than a DM. There's a balance problem tho: if the player is a Cleric or Druid, allowing this book means more than doubling their spells known. Unless you introduce some house rule which I'm fairly certain that this book doesn't suggest.

I wouldn't be suprised if it does suggest a house rule, even if it's just a throwaway. If there is any section on "using these in your game" then a couple of lines suggesting that the spell might only be available when found within the campaign world as "lost knowledge" or "new knowledge" is likely there.
 

Sorry for this tangent. It's my last try to explain the point, and If you don't see it, let's just acknowledge that we have a different understanding of what "school of magic" means and leave it at that :).
Morgenstern said:
[snip list of spells]
What one thing were you thinking of and how does this loss detract from the utlilty of the list above?
Handling attack energy effects. Each school has one thing that makes it distinctive, like conjuration has the summoning of outsiders. If you leave a school with nothing that defines it, you can as well abolish it.
Pardon if I think don't any school should hold a categorical lock on something as essential to the combat-driven play environment as DAMAGE :).
This is completely beside the point and nothing I was talking about. Of course we can give each and every school, like divination or enchantment, their very own version of throwing force missiles at their opponent, but what is the point?
 
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