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Subject: Have Spell Compendium now. Yay!

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Thoth, Gatherer of Knowledge
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01/17/2006 11:46 PM  
And it only cost me aus$54. I didn't expect it to be so cheap. [:)]

(Even cheaper at MilSims, I note, but I support my FLGS).

Distinctive cover, actually.

Cheers!

Merric Blackman

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01/18/2006 1:37 AM  
I just picked this up this week and am slowly making my way through it. So far, Arrow Mind is my favorite new spell (new to me at least). This is something I've been wanting for ranger characters for ages (without having to take the Order of the Bow Initiate PrC). Also, the variety of swift action and immediate action spells (Swift Haste, Swift Expeditious Retreat, etc. plus non PHB spells) is really nice.

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01/18/2006 4:00 AM  
Ugh. Still no Spell Compendium here.

It's the first book I'm really excited about acquiring since the 3.5 conversion.

I hope we get it cheap as well.


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01/18/2006 5:50 AM  
quote:
Originally posted by Lab Monkey

I just picked this up this week and am slowly making my way through it. So far, Arrow Mind is my favorite new spell (new to me at least). This is something I've been wanting for ranger characters for ages (without having to take the Order of the Bow Initiate PrC). Also, the variety of swift action and immediate action spells (Swift Haste, Swift Expeditious Retreat, etc. plus non PHB spells) is really nice.



Yep. Arrow Mind came from Complete Adventurer, along with many of the swift and immediate spells. It's a great source for new spells, but having them all in SC is really great.

I haven't seen any of the FR spells at all, so they're great additions to my collections.

Cheers!

Merric Blackman

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01/18/2006 7:15 AM  
I got this book about a month ago and Arrow Mind was also one that has stuck in my mind. Amazing book!

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01/18/2006 9:01 AM  
Ugh! I need to pick this book up.

Merric, mind answering a couple of questions for me:

1) How's the indexing (you know WoTC has a penchant for creating the most useless and confounded indeces known to man), is it pretty decent? I can't imagine they could go wrong with a list of spells in alphabetical order... but that brings me to my next point:

2) With some spells having very altered names, is it difficult to find the newly-named spell on the fly. I'm really looking for a resource where I can quickly scan the spells that the players are using. I could imagine a little confusion if their names are slightly different than mine. Any issue or thoughts on this yet?

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01/18/2006 9:03 AM  
Got the book a while back and it is looking like it will be very useful (first time I said that about a new D&D book in quite a while.) There are some broken spells, but once again, pick and choose what is to be allowed.


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01/18/2006 11:54 AM  
On a side note...
I also like the fact that Jai did a excel chart with the SC and the PHB together. I'm slowly trying too use that and putting them in different excel charts per class in level order. I think this book is a must.

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01/18/2006 12:42 PM  
Jai extracted an excel spreadsheet that is very useful. In addition, the source from which he extracted that data is on the WotC site, and also provides a handy index of all PHB and SC spells.

This is a nice book, but it has some issues. There are a few spells that can be overpowered if not used carefully. DMs, in particular, need to think before giving spells to their villians if they come from this book. There is a ~6 page thread on the book on these boards that is worth checking out for info on some spells to watch ...

http://www.maxminis.com/forums/topic.asp?TOPIC_ID=12266

As for my favorite spell: Sudden stalagmite. I run a dwarven druid, and this spell fits him perfectly. Earthen, effective, and insulting.

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01/18/2006 6:41 PM  
quote:
Originally posted by Kiddoc

Ugh! I need to pick this book up.

Merric, mind answering a couple of questions for me:

1) How's the indexing (you know WoTC has a penchant for creating the most useless and confounded indeces known to man), is it pretty decent? I can't imagine they could go wrong with a list of spells in alphabetical order... but that brings me to my next point:


There's no actual index, but the spells are in alphabetical order as far as I can tell.

The last chapter of the book has all the spell lists and domains.

quote:
2) With some spells having very altered names, is it difficult to find the newly-named spell on the fly. I'm really looking for a resource where I can quickly scan the spells that the players are using. I could imagine a little confusion if their names are slightly different than mine. Any issue or thoughts on this yet?



Page 5-6 has a list of all the renamed spells, so it shouldn't give you any problems.

Cheers!

Merric Blackman
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01/18/2006 9:18 PM  
This book is actually starting to get tempting. I think that I don't have enough experience looking at spells to know if they are overpowered. My fear is that I would get the book and let spells be used that turn out to be overpowered, and then it's hard to say--sorry, you could use that spell before, but I don't want to allow it anymore.

I really like the compendium aspect of the book.

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01/18/2006 10:03 PM  
quote:
Originally posted by Corim Danex

This book is actually starting to get tempting. I think that I don't have enough experience looking at spells to know if they are overpowered. My fear is that I would get the book and let spells be used that turn out to be overpowered, and then it's hard to say--sorry, you could use that spell before, but I don't want to allow it anymore.

I really like the compendium aspect of the book.

While I'm no expert, I'm finding very few spells that seem overpowered.

As a general rule, I'll let new source material such as this into my game; if there are problems I can always pull the plug later on a new spell

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01/18/2006 10:16 PM  
That's generally what we do, but htere are some that we can spot pretty quickly. Flame whips was the first. A spellcaster with haste has the potential to do 18d6/round at 5th level. Kinda gross.


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01/18/2006 11:13 PM  
Luckily my Broken alarm has a hair trigger to stop the afore mentioned fire whips. Sadly, I have had to retroactively change some spells and the abilities of some PC's and it is not always been taken well. Better to give things a close read than add something and then have to subtract it later.

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01/19/2006 12:20 AM  
Do the Orb of X spells work very well, too well perhaps? I have a player who is planning to play a Diviner and said thanks to the orb spells he'll gladly take evocation as his forbidden school. How do the orb spells compare to standard evocation spells (Magic Missle, Fireball, Lightning Bolt, Cone of Cold, etc.) of the same level? Does their mere presence seriously downgrade the evocation school?

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01/19/2006 1:46 AM  
The Orb spells are weak. They've got their points (no SR, for instance), but fireball is so incredibly more effective that it isn't funny. Ranged touch is an absolute pain for a spellcaster, and they don't have a good range either.

Consider this:

Conjuration: Orb of Acid - 4th level
At 7th level - 7d6 acid, sickened 1 round (Fort), Close, Ranged Touch, No SR
At 10th level - 10d6 acid, ditto
At 15th level - 15d6 acid
At 20th level - 20d6 acid

Evocation: Defenestrating Sphere - 4th level
All levels - dur 1 rnd/level; SR; Medium; Ranged Touch; 3d6 + 1d8 x (1d6) damage to 1 target each round

Evocation: Dragon Breath - 4th level
All levels - no SR, 1 rnd/level but activates only every 1d4 rounds; 15 cone' of fire or different; Ref half
7th level - 3d8 fire
10th level - 5d8 fire
15th level - 7d8 fire
20th level - 10d8 fire

Cheers!

Merric Blackman
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01/19/2006 3:52 AM  
quote:
Originally posted by Grim

Luckily my Broken alarm has a hair trigger to stop the afore mentioned fire whips. Sadly, I have had to retroactively change some spells and the abilities of some PC's and it is not always been taken well. Better to give things a close read than add something and then have to subtract it later.



My usual inclination is to to allow the caster a chance to use it as he/she would do so (or I mimic their intentions) on some random encounter. The person is always informed that I can revoke the spell by the end of that session. Most take it pretty well, and they can say they got to toy around with without it being detrimental to the game.

As for buying the spell compendium, it's fallen off my "hot books" list for now. I'd like a copy, but I do have a decent slice of the books the majority of the spells originate from. If I can snag it for a decent price, I will. If not, I can wait.

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01/19/2006 7:53 AM  
Congrats Merric![:D]

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01/19/2006 3:23 PM  
I consider this the most important D&D book to be released since the core 3.5 books. It has a lot to offer all spellcasting classes. Despite my reservations on a few of the spells, as discussed in detail in the thread I linked earlier, this book is an incredible resource. I encourage all players to buy a copy, and I encourage all DMs to be careful in how those spells are incorporated into their games ...


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01/19/2006 6:26 PM  
quote:
Originally posted by MerricB

The Orb spells are weak. They've got their points (no SR, for instance), but fireball is so incredibly more effective that it isn't funny. Ranged touch is an absolute pain for a spellcaster, and they don't have a good range either.

Consider this:

Conjuration: Orb of Acid - 4th level
At 7th level - 7d6 acid, sickened 1 round (Fort), Close, Ranged Touch, No SR
At 10th level - 10d6 acid, ditto
At 15th level - 15d6 acid
At 20th level - 20d6 acid

Evocation: Defenestrating Sphere - 4th level
All levels - dur 1 rnd/level; SR; Medium; Ranged Touch; 3d6 + 1d8 x (1d6) damage to 1 target each round

Evocation: Dragon Breath - 4th level
All levels - no SR, 1 rnd/level but activates only every 1d4 rounds; 15 cone' of fire or different; Ref half
7th level - 3d8 fire
10th level - 5d8 fire
15th level - 7d8 fire
20th level - 10d8 fire

Cheers!



There are 2 big problems with the orb spells, to my mind:

1. They shouldn't be conjuration effects, except for the orb of acid. Instantaneous conjuration spells leave an object behind, too, so there will be a lot of random balls of force, fire, etc., just sitting around after you cast these spells. [:p]
2. They break golem encounters badly. Golems, being relatively slow ground-based things, are no challenge at all for flying characters who can damage them. Their magic immunity is supposed to provide a counter to that tactic, but the orb spells break that balance.

Note also orb of force (the worst of all of them) has a medium range, so that's plenty good.

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01/19/2006 6:52 PM  
quote:
Originally posted by IanB
... Instantaneous conjuration spells leave an object behind, too, so there will be a lot of random balls of force, fire, etc., just sitting around after you cast these spells...

True (specifically, instantaneous *creation* conjuration spells leave behind the object). I'm just waiting for a chance to play Cyprus (my sorcerer) again so that I can learn orb of force and then go into business selling giant, indestructible marbles ... Although, a DM can simply rule that the items that are created are inherently unstable and fall apart after a few seconds. After all, if my wizard used an instantaneous creation spell to make a snowman on the elemental plane of fire, I doubt I'd have room to complain if it didn't last more than an instant.
quote:
Originally posted by IanB
...They break golem encounters badly. Golems, being relatively slow ground-based things, are no challenge at all for flying characters who can damage them. Their magic immunity is supposed to provide a counter to that tactic, but the orb spells break that balance.
I'm not sure if I'd say they break golem encounters. Many could argue that access to these spells 'fix' golem encounters, as they give all party members something to do to harm a golem foe. After all, there are many high level (CR 10+) opponents that have trouble dealing with a flying party.

Additionally, having these types of spells is part of what makes a wizard different than a sorcerer. A wizard chooses on a daily basis how he shall prepare for foes. A sorcerer has to choose his spells on a level by level basis. The greater the variety of spells available, the greater the impact of the differences in these methods of spell selection.

For example, let's say that all damage spells worked the same way. Almost all wizards want damage spells. So do all sorcerers. Accordingly, they'd all be preparing that same spell and they'd both end up being very similar in combat situations.

However, the great differences in the ways that different damage spells work (some have reduced damage in favor of the ability to penetrate SR, others have lower damage in exchange for the ability to effect more taregts, while others change the area of effect of the mass damage spells, etc ...) help keep sorcerers and wizards working in distinct fashions.

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01/19/2006 7:28 PM  
Actually I think it isn't so much wizards or sorcerers but warmages that really may cause an issue with the orb spells, since they can spontaneously choose any damage type they want with them.

Anyway, I don't see 'wizards and sorcerers are different!' as having anything to do with the power level of the orb spells. What is the exact thing you're getting at? Sorcerers need orb spells to be viable?

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01/19/2006 10:08 PM  
quote:
Originally posted by IanB
...Anyway, I don't see 'wizards and sorcerers are different!' as having anything to do with the power level of the orb spells. What is the exact thing you're getting at? Sorcerers need orb spells to be viable?

Not power level per se ... I was speaking of them being as they are (conjuration and bypassing SR). You said they shouldn't be in conjuration and cause problems in golem encounters (by bypassing SR) ...

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01/20/2006 4:45 AM  
quote:
Originally posted by jgsugden

quote:
Originally posted by IanB
...Anyway, I don't see 'wizards and sorcerers are different!' as having anything to do with the power level of the orb spells. What is the exact thing you're getting at? Sorcerers need orb spells to be viable?

Not power level per se ... I was speaking of them being as they are (conjuration and bypassing SR). You said they shouldn't be in conjuration and cause problems in golem encounters (by bypassing SR) ...



Right, and I don't see how the wizard/sorcerer difference matters. Smart sorcerers take a couple spells that ignore SR, just like wizards do.

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01/20/2006 1:29 PM  
quote:
Originally posted by IanB
...Right, and I don't see how the wizard/sorcerer difference matters. Smart sorcerers take a couple spells that ignore SR, just like wizards do.
Both take the spells, but their access to these 'known' spells is substantially different.

You took minor affront to the idea of these spells being conjuration. I stated that it was good for these spells to be conjuration, as it provided a greater variety in magic, which enhanced the difference between sorcerers and wizards.

Here is the chain of logic ...

1) We're adding a different type of damage spell when we allow conjuration spells to deal direct elemental damage, instead of keeping it in the 'hands' of evocation spells.

2) Adding an additional type of damage spell increases the number of types of spells out there to be learned and used.

3) The greater the number of 'types' of spells, the greater the number of spells 'known' and 'available' your character must possess to be able to cast 'all' the spell types.

4) A wizard typically knows a huge number of spells, but only has a limited supply available.

5) However, a sorcerer has fewer known spells, but all of those spells are available to him at all times (components and casting time permitting).

6) By expanding the number of categories of spell types, you increase the value of the wizards ability to know a greater number of spells, while simultaneously increasing the difficulty for the wizard in selecting the right collection of spells from his known spells to be available to him on that day. A greater variety of spell types enhances both of these aspects of the wizard class.

7) Expanding the number of categories of spell types also enhances the flavor of the sorcerer by making his limited number of spells known a greater liability, and the flexibility of being able to cast a greater number of any given type of known spell a greater benefit (when he knows the best spell for the circumstance).

8) Accordingly, having conjuration spells that deal energy damage, but do not allow spell resistance, enhances the differences between wizards and sorcerers. By itself, this is a small enhancement ... but it is just one of many differences that provides a wide array of differences.

Yes, high level sorcerers and wizards are both likely to know spells that ignore SR and deal damage. But when do they learn them? Does a sorcerer take it as his first 4th level spell? Or does he rely upon acid arrow for a while longer while taking dimension door, fireshield, or any of the other 4th level spells? A wizard can just spend a few hundred gold toguy a few extra scrolls and learn them .... but does he waste his precious spell slots for the day on them?

These differences are key in how a sorcerer and wizard work. That was my point. Long winded as it was ...

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01/20/2006 2:11 PM  
Sorry, that logic doesn't make sense to me. Especially given as a 4th (or 1st, although I think the first level versions are far less problematic) level spell either can just get this in a wand...

Another problem I have with it is putting powerful attack spells in conjuration makes evocation a gimme as a skipped school for a specialist, the way enchantment currently is.

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01/20/2006 3:07 PM  
quote:
Originally posted by IanB
Another problem I have with it is putting powerful attack spells in conjuration makes evocation a gimme as a skipped school for a specialist, the way enchantment currently is.

This statement is actually only related to the type of people playing though. I've now seen two people take Evocation as a banned school (myself one of them). This is without the use of the orb spells as well. There will always be the powergamers who find every loophole and you will never be able to close them all.

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01/20/2006 4:57 PM  
quote:
Originally posted by IanB

Sorry, that logic doesn't make sense to me. Especially given as a 4th (or 1st, although I think the first level versions are far less problematic) level spell either can just get this in a wand...

I'm sorry you disagree with the logic. It does follow that having a greater variety in the types of spells out there does lead to a greater distinction between wizards and sorcerers.

I stand by my argument. Having more types of spells out there:

1) increases the value of a wizard's ability to know an unlimited number of spells by allowing him access to that greater variety,
2) increases the liability caused by having to prepare a specific spell in advance by preventing him from having as many specialized spells prepared as a sorcerer might on a situation by situation basis,
3) enhances the sorcerer's liability of knowing fewer spells by providing more areas where a wizard's broader knowledge will give him better spells to handle the situation when given time to prepare, and
4) increases the value of a sorcerer's versatility in being able to cast any spell he knows at a moment's notice by allowing him more areas to further specialize or, alternatively, widen his knowledge base.

As for wands minimizing the differences between wizards and sorcerers, I agree. If wizards and sorcerers have easy access to any wand they want, the differences between the classes are reduced, with both classes relying upon wands and scrolls to fill the 'gaps' in their available spells. This doesn't change how a wide variety in types of spells enhances the differences between sorcerers and wizards. It is an entirely separate force that opposes the effect of a wide variety of spells.
quote:
Originally posted by IanB
Another problem I have with it is putting powerful attack spells in conjuration makes evocation a gimme as a skipped school for a specialist, the way enchantment currently is.
I disagree. Evocation is one of the last schools people will give up, even with these spells present in conjuration. For the first part, these orb spells are not area damage spells. They are single target spells. If you want massive damage area spells, you're best bet is evocation. Few wizards are willing to pass on mass area damage spells like those found in evocation. I doubt the presence of these spells will reduce the popularity of evocations.

I'm not denying that it is possible to have area damage conjuration (creation) spells. However, balance requires them to do less damage than the evocations of similar level because these spells won't allow SR, and might not allow a saving throw. This makes them different than evocations. If they released a conjuration spell that worked exactly like fireball, we'd have problems ... but they are not doing that. Conjuration and evocation are quite different in how they deal damage.

Further, there are powerful damage spells in many schools of magic. Disintegrate, horrid wilting, acid arrow, cloudkill, and shadow evocation, are a few PHB spells in other schools that deal significant damage (or effectively deal damage in the case of cloudkill). It isn't like the orb spells are breaking new ground ...

As a final note, saying that evocation is a 'gimme' to drop because other schools have 'powerful attack spells' ignores all the other spells in evocation that are not 'powerful attack spells', but are very useful: light (& continual flame), darkness, shatter, fireshield, otiluke's resilient sphere, sending, and contingency all come to mind as spells in evocation that are *fairly* unique, and would be missed by many mages.

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01/23/2006 10:14 PM  
Didn't jai do an excel sortable list? Anyone have the link?

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01/24/2006 4:50 AM  
I would be interested in knowing if abjuration got any love? If ever there was a school that got the shaft it's this one.

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01/24/2006 11:02 AM  
Yes, abjuration (for wizards/sorcerers) got a lot of love. If I had more time I'd post a summary, but I don't. I'll just say that some impressive and innovative abjurations in there.

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Kiddoc
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01/24/2006 1:06 PM  
quote:
Originally posted by ChristopherGroves

Didn't jai do an excel sortable list? Anyone have the link?



I believe this is what you're looking for.

http://www.wizards.com/default.asp?x=dnd/lists/spells

or

Jai's download version here:

http://www.maxminis.com/files/SpellLists.zip


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mordantos
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01/24/2006 2:08 PM  
quote:
Originally posted by dariustad

If I can snag it for a decent price, I will.
Don't know what your definition of decent is, but 34% off ($26.37) at Amazon.com with free shipping...

Malin Lug
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01/24/2006 2:30 PM  
quote:
Originally posted by jgsugden

Yes, abjuration (for wizards/sorcerers) got a lot of love. If I had more time I'd post a summary, but I don't. I'll just say that some impressive and innovative abjurations in there.



Our group had an Abjurer who took Evocation and Necromancy as his forbidden schools. He had already taken way too many levels of rogue to ever be fully effective as a wizard. Really didn't have anything in effective combat power but worked on boosting other party members and counter spelling.


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Forums > Role Playing Games (RPG's) > Dungeons & Dragons 1e-3.5e > Have Spell Compendium now. Yay!



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