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Which 3.5 spells aren't improvements
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<blockquote data-quote="Al'Kelhar" data-source="post: 1480725" data-attributes="member: 7884"><p>Sorta collective reply to the comments which have gone before and which I can remember because they struck a chord with me:</p><p></p><p>Buff spells: Sensible toning down to +4 fixed bonus and 1 min/level duration.</p><p></p><p>Line and cone areas of effect: Line and cone areas of effect were standardised to fit in with D&D miniatures rules. Hardly a rationale for those of us not playing miniatures games. I've house-ruled <em>lightning bolt</em> back to having a line effect of Medium range, or two parallel lines 5' apart to half Medium range.</p><p></p><p><em>Spider climb:</em> Fine as a 2nd-level spell, because it grants extraordinary mobility for 10min/lvl. I've house-ruled it by adding the following text:</p><p>"A creature subject to spider climb gains a +4 bonus to Reflex saving throws against the <em>web</em> spell and a +4 bonus to Escape Artist checks to escape from those <em>web</em> spells which it fails to save against and from monstrous spider webs and the like (e.g. ettercap webs). It is not considered entangled by <em>web</em> spells which it saves against, or from which it has broken loose, and it can move into and through an area covered by spider webs or the <em>web</em> spell at its normal speed without becoming entangled."</p><p></p><p><em>Polymorph:</em> Seems OK as is, although somewhat ambiguous wording. Have clarified to impose the size limitations of <em>alter self</em> - one size smaller or larger than recipient's natural form only. The annis and brown bear forms seem to get a good workout, and are especially useful if complemented by <em>fire shield</em> and all the AC buffs.</p><p></p><p><em>Shield:</em> Provides a shield bonus to AC, so stacks with everything except other shields. Not usually an issue for a spellcaster. Deflects <em>magic missiles</em> and since it's a force effect it works against incorporeal attacks. My wizard usually has the best AC of the party against wraiths and spectres! I would consider either having an increase in AC bonus at higher levels (much like <em>shield of faith</em>) or a longer duration (say 10min/lvl) but not both.</p><p></p><p><em>Ray of Enfeeblement:</em> Have given it a Fortitude half save, and clarified that the effects of multiple rays don't stack. Otherwise way too powerful for a 1st-level spell.</p><p></p><p>Cheers, Al'Kelhar</p></blockquote><p></p>
[QUOTE="Al'Kelhar, post: 1480725, member: 7884"] Sorta collective reply to the comments which have gone before and which I can remember because they struck a chord with me: Buff spells: Sensible toning down to +4 fixed bonus and 1 min/level duration. Line and cone areas of effect: Line and cone areas of effect were standardised to fit in with D&D miniatures rules. Hardly a rationale for those of us not playing miniatures games. I've house-ruled [I]lightning bolt[/I] back to having a line effect of Medium range, or two parallel lines 5' apart to half Medium range. [I]Spider climb:[/I] Fine as a 2nd-level spell, because it grants extraordinary mobility for 10min/lvl. I've house-ruled it by adding the following text: "A creature subject to spider climb gains a +4 bonus to Reflex saving throws against the [I]web[/I] spell and a +4 bonus to Escape Artist checks to escape from those [I]web[/I] spells which it fails to save against and from monstrous spider webs and the like (e.g. ettercap webs). It is not considered entangled by [I]web[/I] spells which it saves against, or from which it has broken loose, and it can move into and through an area covered by spider webs or the [I]web[/I] spell at its normal speed without becoming entangled." [I]Polymorph:[/I] Seems OK as is, although somewhat ambiguous wording. Have clarified to impose the size limitations of [I]alter self[/I] - one size smaller or larger than recipient's natural form only. The annis and brown bear forms seem to get a good workout, and are especially useful if complemented by [I]fire shield[/I] and all the AC buffs. [I]Shield:[/I] Provides a shield bonus to AC, so stacks with everything except other shields. Not usually an issue for a spellcaster. Deflects [I]magic missiles[/I] and since it's a force effect it works against incorporeal attacks. My wizard usually has the best AC of the party against wraiths and spectres! I would consider either having an increase in AC bonus at higher levels (much like [I]shield of faith[/I]) or a longer duration (say 10min/lvl) but not both. [I]Ray of Enfeeblement:[/I] Have given it a Fortitude half save, and clarified that the effects of multiple rays don't stack. Otherwise way too powerful for a 1st-level spell. Cheers, Al'Kelhar [/QUOTE]
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