D&D 3E/3.5 Revising the 3.5 spell list to include the best of 3.0 (or other changes)

Psion

Adventurer
(Not sure if this is best off in rules or house rules, so I'll ping both places to cover all bases.)

In my last game, I kept using 3.0 spell lists to keep things consistent (and so I could use my nifty Green Ronin spell grimoires), only updating to 3.5 spells that really needed it (haste, harm, etc.)

Now I am starting a new game (well restarting, but the only old character is not a spellcaster) and don't have continuity to maintain, and for ease of reference purposes I am thinking of using mostly 3.5 and modding or using the old versions of spells where necessary.

So, IYO, what spells in 3.5 did you prefer the old edition for or otherwise think needs tweaked?

If it is of any help, I am using old rules for facing and cover/concealment, and have some other rules that might affect things. Also, I don't find de-dicing to be a good thing, because it cuts down metamagic options.

Edited list considering recommendations:
  • General -- up 1 min/level spells to 10 mins/level (?)
  • Buffs (Bulls strength, etc.) - Random version with duration as above.
  • Darkness - I use the old concealment rules.
  • Sleep - mentioned in another recent thread.
  • Polymorph spells - using variants listed later
  • Scry (and Greater Scry) use 3.0 version, as modified by BoEM III (for 3.0)
  • Recombine Emotion
  • Recombine Symbol
  • Recombine Eyebite, and skip the [evil]
  • Blasphemy - too powerful

The list is getting longer, perhaps I should consider which changes are worth it instead.
 
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I prefer the 3.0 version of enlarge. Being able to change the size of things other than humanoids, or even organics, really adds versatility. Need an elevator for your keep? Put an enlarge / reduce on a metal pillar, or some water. Otherwise its just a buff.
 

Blasphemy - the current version is too strong (Balors with infinite daze capability for instance)

All Line spells - Lightning bolts were cooler when you could choose forked or straight and their range increased with your level. Plus you could enlarge them.

All Cone spells - again, cooler when area increased with level plus you could enlarge them. (e.g. burning hands, cone of cold)

Disintegrate - I like save or disintegrate, NOT save or take a bunch of damage. On average the failed save probably won't kill an equal level fighter or barbarian now (assuming at least a +2 Con bonus through one means or another by that stage of his career) plus it can't take out regenerating creatures now.

Endure Elements - it used to be a great little 1st level spell. 24 hour protection (5pts) against one form of energy per casting. In 3.5e it is merely feeble.

Cheers
 

Spells which were split up should be brought back together again -

Emotion consisting of rage/hate/etc/etc,

Symbols all being together (just a minor preference though, I could see this not being a killer if it didn't happen)

Eyebite - used to be better as a non-evil spell which could be used as a gaze attack with several different effects

(these three were all good options for sorcerers back in 3e, but became pretty useless in 3.5 because of powers being split up and eyebite becoming [evil]
 

Plane Sailing said:
Spells which were split up should be brought back together again -

Emotion consisting of rage/hate/etc/etc,

Symbols all being together (just a minor preference though, I could see this not being a killer if it didn't happen)

Eyebite - used to be better as a non-evil spell which could be used as a gaze attack with several different effects

(these three were all good options for sorcerers back in 3e, but became pretty useless in 3.5 because of powers being split up and eyebite becoming [evil]

Ooh, good catch. But those sort of screw with the spell list realignment.

These are sort of mounting up. I may be better sticking with my 3.0 based model.
 


Here are the spells where we use the 3.0 version:

Alter Self (cause the 3.5 version is wacked)
Analyze Dweomer (mainly because we use 3.0 identify)
Augury (1 action and no material component)
Clairvoyance (actually we use 1 action as in 3.0 but long range as in 3.5)
Identify (to have some mystery in what an item does)
Keen Weapon (in so far as it works with improved crit)
Polymorph Other (we always limited to animals only and it worked fine, but we did add the +4 save if form is fatal thing from Baleful Polymorph)
Polymorph Self (but we lowered the duration to 10min/level)
Sleep (come on, and Deep slumber is 1action, 3d6 HD)
Slow (reducing movement speed and reducing to a single move is too much)

For animal buffs, we let you choose: +4 for 1min/level or +2 for 10min/level. And researching higher level ones is definitely an option. We really like the fact they are no longer random, because recalculating the character for common random changes is a pain.

Also we added back a bunch of buffs to the bards list: Greater Magic Weapon in particular.
 

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