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

Omand said:
Gothmog,

Thanks again for all fo the work.

I was looking at the list of domains given again, and can you confirm that the Repose domains (aka the Non-Evil Death domain) did not make the cut? Or, is it possibly renamed (to what I wonder).

That would be a disappointment to me, as I have a non-evil death god in my campaign that has Repose as a domain. Looks like three spellbooks at least will remain on the table (PHB, Sandstorm, and Spell Compendium).

Cheers :)

You're welcome. I don't see any sign of the Repose domain though, which is too bad because it was one of my favorites too. I have a non-evil god of death and the underworld, so I guess we'll just have to use the other books that have it.
 

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Gothmog said:
Nybor's gentle reminder --> Rebuke
Nybor's mild admonishment --> Greater Rebuke
Nybor's stern reproof --> Final Rebuke

Yeah, this I find mildly annoying. The god specific spells I can see changing the name. However, named spells are a tradition in the game, even when the wizards are known (Tenser's Floating Disk, Leomund's Shelter, Mordenkainen's Disjunction). This just makes them harder to find.

Now if they were protecting IP while releasing them as open content, that would be one thing. But they aren't.
 



Which again kind of makes sense...but not really. They could just use the PHB ones.

*still miffed by the fact there's no Repose domain listed in this book*
 

Spell Compendium

I picked this up at Gencon Socal this weekend.

It's an incredibly useful book. As others have stated, having all the spells in one place is a big deal.

There are a lot of spells I've never seen before. Some change the game in significant ways.

For example, both the druid and the cleric now have a spell that lets you raise someone from the dead with no level loss if it's cast within a round of death (well, the druid one reincarnates).

There are a lot of new ray spells. Playing a ray specialist seems a lot more viable with this book.

Anyspell/Greater Anyspell are core now, presented as part of the Spell domain.

There are a lot of new ranger spells, including one that lets rangers shapechange into a wolf for 10 minutes/level as a 1st level spell.

Wizards get a spell, Ball Lightning, that really rocks. It's like Flaming Sphere, but it's 5th level, and instead of the sphere doing a fixed 2d6 fire damage, it does 1d6/caster level (max 15d6) electrical damage (reflex negates). Since it lasts 1rnd/level and can be directed as a move action, I see this becoming a staple spell for wizards and sorcerers.

There's a whole Bite of (Wererat , Wereboar, Wearbear, Weartiger) series of spells that druids and sorcerer/wizards get, which last 1round/level and provide significant stat bonuses, natural armor bonuses, the blindfight feat, and claw/bite attack routines. Bite of the Wearbear, for example, is a 6th level druid spell that gives +16 to STR, +2 to Dex, +8 to Con, and a +7 enhancement bonus to natural armor. A wildshaped druid who then casted this spell would be a terror indeed.

Wizards get a series of spells based on the Planar Ally series, but which summon dragons instead; they have an XP cost, and the dragon must be payed in gold, but it will then fight for the party. These spells seem very powerful.

Sorcerer/Wizards get Greater Enlarge Person (Enlarge Person, but 1hr/level) as a 5th level spell.

Clerics get Faith Healing (like cure light wounds, but always get an 8 on the die, can only target worshippers of same god) as a 1st level spell.

Sor/Wizards get Floating Disk, Greater -- like Tenser's floating disk, but you can sit on it and command it to carry you about. It's a 4th level spell -- 1hr/level duration. Very cool ;-).

Sor/Wizards get GemJump, a spell which lets you teleport back to a specially prepared Gem. Since you cast this spell once and it works until triggered, it means a Wizard who has prepared this can have the ability to teleport home without having to memorize a spell to do so.

-Ken
 

Nightfall,

I am with you on that one. In fact, I am miffed twice.

I really would liked to have seen both the Artifice domain and the Repose domain in the book. Both are quite useful in my opinion in fleshing out a pantheon when it comes to campaign flavour, and they really help to differentiate deities from each other.

The Craft domain as it seems to be printed in the Compendium is OK, but I liked the Hardening type spells that appeared in the original Artifice domain in D&DG 3.0.

Why no Repose? Anyone form WotC reading this?

Cheers :)
 


Haffrung Helleyes said:
Bite of the Wearbear, for example, is a 6th level druid spell that gives +16 to STR, +2 to Dex, +8 to Con, and a +7 enhancement bonus to natural armor. A wildshaped druid who then casted this spell would be a terror indeed.
Yeah, um, no. I mean, I'll have to read the spell, but I can't imagine allowing a druid to wildshape into, say, a dire bear with this spell going. That seems absurdly powerful for a 6th-level spell.

Haffrung Helleyes said:
Wizards get a series of spells based on the Planar Ally series, but which summon dragons instead; they have an XP cost, and the dragon must be payed in gold, but it will then fight for the party. These spells seem very powerful.
On the other hand, if a group wants to spend lots of money to have a dragon fight for them in a single fight, I might allow it.

Haffrung Helleyes said:
Sorcerer/Wizards get Greater Enlarge Person (Enlarge Person, but 1hr/level) as a 5th level spell.
Hrm. This sounds ripe for abuse.

Haffrung Helleyes said:
Clerics get Faith Healing (like cure light wounds, but always get an 8 on the die, can only target worshippers of same god) as a 1st level spell.
Now this is a spell with real merit in a campaign setting where there is a single dominant religion.

Looking forward to picking up this book.
 


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