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Subject: Why a DC on a range touch spell?

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MackeyJ
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12/15/2006 11:13 PM  
Why does the acid orb on the Red Hand War Sorcerer RPG side have a DC 16 on the +6 range touch acid orb.

Shouldn't it be one or the other? If you roll to hit and it hits, what's up with the DC? You just hit the guy with an acid orb, it's gonna do damage!


John

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12/16/2006 12:28 AM  
Orb of acid also causes the target to become sickened if they fail the fort save - the save doesn't reduce damage.

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MackeyJ
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12/16/2006 1:04 AM  
That makes sense. Thanks!

John

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12/16/2006 10:59 PM  
If you are using the cards as the basis for characters or NPCs, you may want to get your hands on Spell Compendium. Spells are the trickiest things to deal with and misunderstandings like you mentioned can be avoided. Also, sometimes you need that extra description to fully utilize and understand a spell. I feel it is almost a must have for anyone or at least the 4th book I'd buy after the three core ones.

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12/16/2006 11:09 PM  
Posted By gss_000 on 12/16/2006 10:59 PM
I feel it is almost a must have for anyone or at least the 4th book I'd buy after the three core ones.
Agreed. I use the Spell Compendium almost as much as the PHB/DMG/MM1. While our group uses the splatbooks (Complete line and PH2), the core + spell compendium are the most invaluable.


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12/17/2006 9:36 AM  
I'll have a look at the spell compendium next time i drop by my LGS.

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MackeyJ
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12/17/2006 8:04 PM  
Is the spell compendium just a compelation of all the different spells that exist from the various source books out there?

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12/17/2006 8:53 PM  
Yup, up to a point. It also has some tweeking to the spells to make them more balanced in terms of power, one way or another. It also takes some that were listed as wu jen or other non-standard casting class and lists them at their appropriate standard casting class levels. But even if it was just a compilation, it really is worth it.

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12/18/2006 7:35 AM  
Does the spell compendium include spells from non-core books? If so, what is the approximate proportion of spells from others sources than the PHB?

Can you give an example or two of PHB spells that were tweaked?

Thanks,

Sky

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12/18/2006 7:44 AM  
I don't think the Spell Compendium has any spells redone from the Player's Handbook, although there may be a few "mass" versions of PHB spells at higher levels.

The Spell Compendium features spells from various other non-PHB sources like the Miniatures Handbook, Magic of Faerun, and several other books. I actually don't have Complete Divine or Arcane, so, I couldn't tell you if it reuses spells from there.

When I got the Spell Compendium, I went through it to see what new uber-powerful spells I might be able to use with my Cleric in a friends backup-part-time campaign.

I saw a lot of useful spells, but, nothing strikes me as broken.

There are new spells for every class in the book.

If you have PHB, Spell Compendium, and PHB II, you should have more than enough spells, and I'd give weight to spells in these books as the official versions.

The spell "Sign" from the miniature's handbook is one that was included, but fixed.

In the MHB, a Cleric could cast Sign which would give him a natural 20 on initiatives and provide him with all the enemy initiatives, as a LEVEL 1 spell. Obviously, for a good tactical player, this spell is WAY TOO FRIGGIN POWERFUL.

Now, Sign just grants a cleric the equivalent of the "Improved Initiative" feat for, I think, 1 minute per level. It's still worthwhile to have one as a L1 spell that you can swap out for healing, but, now it's not a must include.

My players know that I have to approve any feats, spells, or PrCs from most non-core books (especially if I don't own the book), but the Spell Compendium has full approval. It's a good book with lots of useful, non-broken spells.

There might be a few spells that you can abuse, but, we haven't found them yet.

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12/18/2006 8:33 AM  
It does contain all the spells from Libris Mortis, Draconomicon, all the Complete series, Eberron Camapign Setting.... Basically, if a book was out, it put the spells in. Reciprical Gyre is another example that was fixed. Before, for no SR and save for half (and another save to be stunned) a PC took 1d6 points of damage per level, per spell that was on them, max 25d6. In the new version it's 1d12 per spell. Overall, not as bad.

So far I've only found ne spell that the description makes no sense. Of, and speaking about description, that is another good thing. It is the first bok that added a flavor text sentence to describe in general what you see or hear when you cast the spell. Although I don't take these as immutable, it really enhances the book.

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nyjastul69
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12/18/2006 8:41 AM  
The new flavor text at the beginning of a spell description does nothing but confuse matters AFAIAC. The flavor text quite often implies something that mechanically doesn't exist. It's also a waste of space. YMMV.


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IanB
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12/18/2006 12:38 PM  
There are some potential abuses - letting bite of the werebear stack with wild shape, for example, which is legal by the book, is out of control. We have also been having an ongoing debate in our group about whether or not mass snake's swiftness is overpowered as a 2nd level druid spell.

A more subtle issue is that by massively increasing the spell list of clerics and druids (and to a lesser extent rangers and paladins) you're giving them a huge power boost, and you may or may not want that, depending on your views on class power levels.

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gss_000
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12/18/2006 1:30 PM  
Having played cleric and now playing a cleric, I can only say for them it mainly isn't a porblem. Evn with all the choices, I usually am still casting the same spells from the PHB as before. It might be my choices and decissions in spels, but I usually am only substituting one or two spells a level at most (and usually it's not my first choice when gaining a new level) and often times it is Mass versions of other spells.

I'd say if you have used none of the other expansion books, clerics and druids get a huge boost. If you have, it's wizards who mostly benefit since many spells are given to them that they previously didn't have access to while the other classes have had those spells all along. Although a lot of the spells seem to be more useful to gishes than to other concepts.

Most of the spells have been in use for years in Living Greyhawk, which has a much stricter limit on power than most games I've seen. This is not to say that IanB's concerns are unfounded. Like anything else, combinations can cause problems and you should look the product over before introducing it into your game.

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IanB
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12/18/2006 3:05 PM  
I do currently allow (most) everything, but I have toyed with the idea of letting clerics/druids have access to them by swapping out spells from their spell list on a one for one basis. I haven't yet thought through all the side effects that might come up with regard to spontaneous casting, magic item use, etc., though, so I haven't actually tested anything like this out yet.

Another thing to be aware of is that it can be difficult as a DM to keep track of all the different capabilities a character has with access to all these new spells - sometimes people manage to come up with things you didn't realize were possible when writing an adventure and if you're someone who isn't good at rolling with the punches when you're running a game, you might want to institute some sort of limited access to these spells to narrow down the number of possibilities you're dealing with.

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12/18/2006 5:28 PM  
Bah... i've been happy with the core books up to now, i think i'll wait until i feel i need to renew something before buying a book adding spells or anything else.

Sky

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