Spell Compendium - Which spells have been altered?

FireLance said:
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.

I see, yes. The new implementation is fair, though. It brings it into line with other abilities like Smite Evil that you also lose if you miss.

Pinotage
 

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Dropping

Weapon of Energy: 4 -> 3
Weapon of the Deity: 4 -> 3

These two sure makes Flame of Faith from Complete Divine and Spell Compendium look pointless. It's also 3rd level but makes a nonmagical weapon +1 flaming burst (that doesn't stack) - It's a more limited version of Weapon of Energy but the same level.
 
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I started to do a comparison with Magic of Faerun, but noticed that the majority of the spells have changed. So, I'm not going to go through the entire book. However, I will list those that I saw:

Acid Storm went from Evocation to Conjuration and lost its Spell Resistance.
Amanueness went from level 3 to level 0.
Amplify went from one round per level to one minute per level and its radius increased from 15 to 20.
Aura Against Flame became available to all Clerics and to Druids.
Aura of Glory went from one minute per level to instantaneous.
Backlash went from permanent or until discharged, to 10 minutes per level or until discharged.
Ball Lightning went from Reflex Half to Reflex Negates and the mechanics have changed.
Battering Ram increased the Strength of the force.
Ironguts changed from +4 to +5 and is now also castable by Bards and Clerics. The save also changed from circumstance to alchemical.

Someone at WotC was having a field day with these. :lol:
 

KarinsDad said:
Aura of Glory went from one minute per level to instantaneous.

Okay a change from permenant to instantaneous I can get, it goes from being a spell that has an onging effect that can be dispelled to one which is instanteous but has a lasting effect that can't be dispelled.

But going from one minute per level to instantaneous is a little weird.

What does Aura of Glory do again?
 

Bagpuss said:
Okay a change from permenant to instantaneous I can get, it goes from being a spell that has an onging effect that can be dispelled to one which is instanteous but has a lasting effect that can't be dispelled.

But going from one minute per level to instantaneous is a little weird.

What does Aura of Glory do again?

I don't know what the old version might have done, but the SC version is a swift spell that removes all fear affects in an extremely short distance spread from you.
 

Spell Vulnerability lost its save penalty, making it much, much worse than before.

Freezing Fog was raised from level 5 to level 6.

Superior Invisibility got a major overhaul and is no longer laughably bad. You are still undetectable by listen checks but can cast spells with verbal and somatic components while under its influence. As a tradeoff, the duration is much lower.
 

KarinsDad said:
Ball Lightning went from Reflex Half to Reflex Negates and the mechanics have changed.

That spell went through some excessive changes before, in the MoF errata and again when it was reprinted in PGtF.

Bye
Thanee
 

Assassin

Just three:

Absorb Weapon: Assassin 3 -> Assassin 2
Fell the Greatest Foe: 3 -> 2
Wraithstrike: 2 -> 3

Almost done with druid...

It's safe to say that the vast, vast majority of spells in SC were either tweaked or changed completely during their inclusion. Best to check the manual before driving your character with the new spell descriptions!

What's driving me to do this is that I'm finally getting around to checking my 16th level cleric's spell lsit, and I was amazed to see that she has over a dozen spells that have switched levels. Gotta go back to the drawing board with her spell list. (I play by the Sagiro/Piratecat rule that I have to lost a PHB spell for every non-PHB spell I want my spellcaster to have on her spell list.)
 

Druid

48, by my count:

Align Fang: Druid 3 -> Druid 2
Animate Fire: 2 -> 1
Babau Slime: 3 -> 1
Beast Claws: 3 -> 1
Beget Bogun: 4 -> 1
Blinding Winds: 5 -> 2
Blindsight: 2 -> 3
Bite of the Werebear: 8 -> 6
Bite of the Wereboar: 6 -> 4
Bite of the Weretiger: 7 -> 5
Bite of the Werewolf: 4 -> 3
Bite of the Wererat: 3 -> 2
Branch to Branch: 2 -> 1
Brilliant Aura: 7 -> 8
Buoyant Lifting: 2 -> 1
Cloudburst: 2 -> 1
Cold Fire: 2 -> 1
Corona of Cold: 4 -> 3
Countermoon: 3 -> 2
Crumble: 6 -> 3
Dinosaur Stampede: 7 -> 6
Downdraft: 5 -> 3
Energy Vortex: 4 -> 3
Forestfold: 4 -> 3
Frost Breath: 3 -> 2
Greater Creeping Cold: 7 -> 4
Healing Sting: 3 -> 2
Icelance: 4 -> 3
Mass Burrow: 6 -> 4
Mass Camouflage: 4 -> 2
Mass Snowshoes: 2 -> 3
Miasma of Entropy: 6 -> 4
Nature's Balance: 4 -> 3
Poison Vines: 7 -> 4
Ram's Might: 0 -> 1
Rushing Waters: 5 -> 4
Snowshoes: 0 -> 1
Spark of Life: 8 -> 4
Storm of Elemental Fury: 8 -> 7
Superior Magic Fang: 5 -> 4
Superior Resistance: 5 -> 6
Thunderhead: 0 -> 1
Tortoise Shell: 3 -> 6 (and completely changed from Magic of Faerun version)
Unyielding Roots: 9 -> 8
Updraft: 3 -> 1
Vine Mine: 5 -> 3
Winter's Embrace: 3 -> 2
Wood Rot: 5 -> 4
 
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Paladin

18 spells that changed level:

Axiomatic Storm: paladin 4 -> paladin 3
Blessed Aim: 2 -> 1
Energized Shield: 3 -> 2
Fell the Greatest Foe: 3 -> 2
Greater One Mind (was One Mind III): 4 -> 3
Hand of the Faithful (was Hand of Torm): 4 -> 3
Holy Mount: 3 -> 2
Lesser Energized Shield: 2 -> 1
Loyal Vassal: 3 -> 2
Holy Spurs: 2 -> 1
Know Greatest Enemy: 3 -> 1
Moment of Clarity: 2 -> 1
One Mind (was One Mind II): 3 -> 2
Rhino’s Rush (was Righteous Fury from MHB): 2 -> 1
Seek Eternal Rest: 4 -> 3
Spiritual Chariot: 4 -> 2
Weapon of the Deity: 4 -> 3
Word of Binding: 1 -> 3
 

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