D&D 3E/3.5 Which 3.5 spells aren't improvements

I'm kind of curious as to why any wizard or sorcerer would learn shield over mage armor now. Both provide the same AC benefit, but mage armor lasts 60 times as long *and* can be cast on other people. I can see learning both since they give different bonus types, but if you could only pick up one, why take shield?
 

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Actually, one idea I had for Buffs was to make the effect last an hour (or ten minutes) per level until actively used, at which point it changed to the listed duration.

Because, personally, the thing I hate most about the Buff spells is that it forces mages to choose between casting a combat spell RIGHT NOW DEAR GOD or MAKE JUMPY A LITTLE FASTER.

I _like_ the prepwork angle, but I also like the balance issue of an improvement that doesn't last all freakin' day.

Oh, and the problem remaining with polymorph any object is that while _you_ might not be able to cast an 8th level spell, there's little to prevent you from paying someone to cast it for you.

'Hi, here's 1200 gp to change the party barbarian into a storm giant. Thanks.'

Granted, one significant dispel and sparky the wondergiant is back to human form. But still.
 
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One thing about Ray of Enfeeblement: In 3.0, it had a Fort save, e.g. most undeads were immune to it. Now that changed... I like the spell, but I think about houseruling it as not working against undead for flavor reasons.
 

Haste - this spell was way too powerful in 3.0. Having frequently played spellcasters I can say that this spell made more of a difference in my battle performance than any of my high level spells did. Yeah, it is less useful to spellcasters now, but I don't think most people realise that the 3.5 version is actually almost identical to the 2nd edition version of the spell. One can always design the 3.0 Haste spell as "Improved Haste" at 6th level, if they miss the old chessy, munchkin, who needs quicken, extravaganza of 3.0.
I simply cannot understand why so many people seem to think Haste sucks now. The new multi-target nature makes for an absolutely insane party buff.

Keen Edge: A marginal if not downright underpowered spell in 3.0, this is now beyond useless in 3.5 (as it no longer stacks with Improved Critical). I'd personally devote my nice 3rd level spell slot to a first level spell before ever taking this.

Break Enchantment: As per another thread, this no longer seems to work on Flesh to Stone despite a misleading example in the spell description. Go figure.

Overall, I guess I'm pretty satisfied with the spell changes in 3.5. A fair number of changes seem to be changes for the sake of changing, rather than having to do with some balance issue, however.
 

Saeviomagy said:
BZZZT!

Can't do that. Cloudkill moves away from the caster at a speed between 10ft/round and 60ft/round. So people will only spend a round or two within the cloud.

Since the point of origin for the spell isn't a physical object, it's not blocked by walls of force or resilient spheres. Since line of effect is broken if the spell's point of origin passed through one of these two spells, the spell will cease, just as if it moved out of range of the caster.

It's an interesting spell, but it can't be used for a trap'n'toast. Most of the damaging cloud spells are the same.

BZZZT! yourself :)

If people are in a dead-end room the cloudkill will eventually stop moving away. Not all combats take place on featureless plains you know.

Cloudkill, once formed is a physical cloud, it doesn't require line of effect between the caster and it. The caster could cast the spell and teleport away and the spell effect won't vanish.

Of course a Cloudkill can't pass through a wall of force. What have you been smoking?
 


Altho, we like most of the revision changes, some things have gone a bit too far. Here's what we changed:

Bull's Strength, Cat's Grace, ..., Invisibility, Fly, Polymorph - Duration: 10 min./level

Polymorph - Range: Personal, Target: You

Spell Focus - grants +2 to DC, but there is no Greater Spell Focus

And these are other spells, which might be addressed:

Sleep - Casting Time: 1 Standard Action

Darkness, ... - old version

Bye
Thanee
 
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drnuncheon said:
Enormous duration reductions on invisibility and improved invisibility - 1 round/level for the latter changes it from a utility spell to a straight combat boost
Improved Invisibility is and has always been a combat spell - if you don't want to attack someone, invisibility is enough, no need for the 4th-level spell.
 

Well, I'm not very happy about the drop in invisibility duration to 1 min/level. Invisibility used to be a great scouting spell. Now... meh.

Actually, I think that is the only spell change that I actively dislike.
 

Spatula said:
I'm kind of curious as to why any wizard or sorcerer would learn shield over mage armor now. Both provide the same AC benefit, but mage armor lasts 60 times as long *and* can be cast on other people. I can see learning both since they give different bonus types, but if you could only pick up one, why take shield?

I feel like shield was an over-reaction. Players were like "ooh... 7 is such a big number!" But it's a one-fight wonder and was easily circumvented.

So yeah, I'll tack on shield.
 

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