Spell Compendium - Which spells have been altered?

Spell Engine has somehow gone from being an invisible wheel that absorbs spells to a device that helps spell preparation, and it's no longer available to sorcerors.

I liked the original version better.

Ray of Light has gone from Level 1 to 6 despite being woefully underpowered for a 6th level spell (it was fine for 1st level) --- and it doesn't even include the flashlight function!
 

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There are quite a few spells in the Complete Arcane that were expanded a bit. At the time Oriental Adventures had just been released so a lot of the spells in there were built around the Wu Jen but were unavailable for regular wizards/sorcerers. In the SC most of those spells are now on the wizard/sorcerer lists. Ice Knife is a great example of this.
 

Thunderfoot said:
There are quite a few spells in the Complete Arcane that were expanded a bit. At the time Oriental Adventures had just been released so a lot of the spells in there were built around the Wu Jen but were unavailable for regular wizards/sorcerers. In the SC most of those spells are now on the wizard/sorcerer lists. Ice Knife is a great example of this.
Hm. That's a list I'd love to see: spells from the Wu Jen list that are in Spell Compendium.
 


FireLance said:
Divine sacrifice no longer works the way it used to. As currently written, it seems to be a rather poor spell.

Why? Most people would use it for full 5d6 in most cases in any case.

I think Conviction changed as well - they increased the duration from 1 minute per level to 10 minutes per level without a chance to spell level.

Pinotage
 

Some random ones I noticed:

Backbiter affects all melee weapons, not just wooden hafted ones.
Benign Transposition range changed from close to medium.
Hunter's Mercy effect changed from autohit of first attack to autocrit of first hit.
Summon Undead given specific monsters to summon instead of a HD range.

Bye
Thanee
 

I don't own the spell compendium, but I was pleased to see on WOTC's online list that Magic of Faerun's Steeldance was finally switched from Evocation to Transmutation, where it belongs.
 

Pinotage said:
Why? Most people would use it for full 5d6 in most cases in any case.
Previously, you sacrificed hit points once, and your weapon did the extra damage the next time it successfully hit something. Now, it appears that you sacrifice hit points every round that you try to attack something, and if you don't hit, you lose the extra damage for that round.
 

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