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19

It is imbalanced, but not because of Spell Compendium The imbalances you note are very real. They have often been noted, commented upon, and even codified in the 3.5 tier list. Clerics and druids, along with archivists and wizards,1 simply are the most powerful classes in the game because they have access to all of these spells and can change them every ...


18

You will still break concentration if they make their save. From page 80 of the Player's Basic Rules, the section on Concentration: Casting another spell that requires concentration. You lose concentration on a spell if you cast another spell that requires concentration. You can’t concentrate on two spells at once. You lose concentration when you cast ...


18

Sleep ignores undead creatures as well as creatures immune to being charmed Quotes from Sleep, PHB p.276: Creatures within 20 feet of a point you choose within range are affected in ascending order of their current hit points (ignoring unconscious creatures). Undead and creatures immune to being charmed aren't affected by this spell Sleep states ...


17

The answer lies in the text you've quoted: If the target drops to 0 hit points before this spell ends, you can use a bonus action on a subsequent turn of yours to curse a new creature. So when you move the Hex, the spell hasn't ended. It's still an ongoing spell, meaning that you don't need to recast it and the duration doesn't change - all you're ...


16

Nope. There are a few extremely powerful spells, many powerful spells, and very few situation-dependent spells that matter enough. Often you won't know you need those spells until it's too late to prepare them, in any case. There are no spells in spell compendium that change any of that in any way. Additionally, there are few overpowered spells there, ...


16

Yes, the familiar can grant advantage with the Help action, and its presence adjacent to an enemy can allow sneak attacks. Bear in mind, though, that most familiars have extremely low health and AC, and will likely die in a single hit, requiring 10g and at least 1 hour to resummon.


16

That's the interpretation that makes sense, yes. Since there is no demarcation between fluff and crunch in spells, the whole spell effect is rules. The effect says that it lessens the effect of the triggering damage; when you wonder "how?", the effect supplies the answer: you have resistance. D&D 5e is somewhat resistant to fine-grained timing ...


15

The description of Dispel Magic is as follows: Choose one creature, object, or magical effect within range. Any spell of 3rd level or lower on the target ends. For each spell of 4th level or higher on the target, make an ability check using your spellcasting ability. The DC equals 10 + the spell’s level. On a successful check, the spell ends. ...


13

Third party ancient 3.0 splatbooks notwithsanding, that PrC as you've reported it does not fulfill all necessary prerequisites for the feat Epic Spellcasting: Spellcraft 24 ranks, Knowledge (arcana) 24 ranks, ability to cast 9th-level arcane spells. OR Spellcraft 24 ranks, Knowledge (religion) 24 ranks, ability to cast 9th-level divine spells. OR ...


12

Yes. The damage from Hunter's Mark is reduced by a Ray of Enfeeblement. Hunter's Mark says: Until the spell ends, you deal an extra 1d6 damage to the target whenever you hit it with a weapon attack This is "extra damage", and uses the same wording as that of the Rogue's Sneak Attack: Once per turn, you can deal an extra 1d6 damage to one ...


12

You have cast the spell; you lose the slot. The way readying a spell works is that you cast the spell, and then on a trigger you let it go. Picture an old school Dragon Ball Z battle with the characters charging their powers and then letting them go. When you ready a spell, you cast it as normal but hold its energy, which you release with your reaction ...


12

The domain spells do not count against your number of prepared spells per day; they are extra, and always prepared (PHB, p. 58): Once you gain a domain spell, you always have it prepared, and it doesn't count against the number of spells you can prepare each day. You still cast them as normal, spending a spell slot. Divine Domain only gives you more ...


11

There is currently1 no way to do this in the rules. If you're trying to avoid damage resistance, there is a feat that can help you: Elemental Adept. It lets you choose an elemental damage type, and spells that deal damage of that type ignore resistance. So, for example, you could take Elemental Adept (Fire), and your Scorching Rays would ignore fire ...


11

No. They're completely different rules for two rather different games. None of the Powers from D&D 4th edition are part of D&D 3.5e, and those that happen to have similar names to 3.5e spells work completely differently, and reference rules that don't exist in 3.5e. If you want a spell reference for 3.5e, you're better off cutting and pasting out of ...


11

So, you're looking for phrasing here? Honestly, it's not that hard to convey. For charm: DM: He casts a spell on you, and tells you to stop attacking him. Roll your saving throw. P1: I fail. DM: As the magic takes hold, you think not attacking this very friendly Wizard is an immensely good idea. You're not sure how the idea even got in your head. ...


11

The spell wall of water is strict in its dimensions The 4th-level Sor/Wiz spell wall of water [conj] (Spell Compendium 235) is shapeable, which means the caster can shape the spell. A shaped effect or area can have no dimension smaller than 10 feet. Many effects or areas are given as cubes to make it easy to model irregular shapes. Three-dimensional ...


11

Yes, you would know 3 Wizard cantrips and 3 Cleric cantrips. The Cleric class says: At level 1, you know three cantrips of your choice from the cleric spell list. And the Wizard class says: At 1st level, you know three cantrips of your choice from the wizard spell list. Finally, in the multiclassing section, we have: You determine what spells ...


10

I'd like to point out that Guidance has a duration of "Concentration, up to 1 minute". If you look at the first level cleric spells, the following also require concentration: Bane Bless Detect Evil and Good Detect Poison and Disease Protection from Evil and Good Shield of Faith Generally speaking, most buff/de-buff spells require concentration. Since ...


9

Hypnotic Pattern has no impact on a saving throw whatsoever. It imposes both the Charmed and Incapacitated conditions and having a speed of 0 does not automatically impose the immobilized, paralyzed, restrained, or stunned conditions, it just means you have a speed of 0. In fact, immobilized isn't even a condition in 5e. Rules for saving throws can be found ...


9

Excerpt from Detect Magic For the duration, you sense the presence of magic within 30 feet of you. If you sense magic in this way, you can use your action to see a faint aura around any visible creature or object in the area that bears magic, and you learn its school of magic, if any. Except from Sorcerer description Magic is a part of ...


9

Yes. The wording on meta magic is "when you cast" and the wording on the wild mage table is "you cast." Since you are casting a spell, and have access to meta magic, you can definitely us meta magic such as careful spell on the spells you cast via the wild magic table. Additionally, there is nothing in the Wild Magic sorcerer writeup that indicates that ...


8

No, but it does seem like you're asking the wrong question. Making changes before you know how to assess those changes worth is asking for trouble. You're running a gestalt game, combining house rules with pathfinder and 3.5 and you haven't actually sat down at a session yet. If this was a pure duskblade, there would be no problem adding some extra spells ...


8

You have to remember, multiclassing is an exception to the normal rules. The rules in the multiclassing section override the rules under each individual class. In this case, the rule you are looking for is under the Spellcasting section of the multiclassing rules, on page 164 of the PHB: You determine what spells you know and can prepare for each class ...


8

Attacking with a weapon affected by shillelagh is a normal melee attack, not a spell attack. Shillelagh changes the ability used when making normal melee attack and damage rolls with the weapon, it doesn't make the weapon cast a spell every time it's swung. Spell attacks are attacks made as part of the targeting of a spell. Those are the only attacks that ...


8

The answer to the specific case you suggest is no. The answer to the overall question, sadly, is yes. Spell addict does not get you Epic Spellcasting Strictly speaking, at least by Wizards’ errata rules, the spell addict doesn’t actually get the eight spellcasting levels indicated in the table. The text, which takes precedence, says he adds the levels ...


8

When asked if the spell blood money can be used in conjunction with a spell having a casting time of greater than 1 round, creative director James Jacobs initially said No then Yes then, finally, No but have fun From Nov. 27, 2012, there's this exchange: (First One) Question In the hand of a witch with strength 11+ (even through the use of ...


8

Wish is specifically designed for you to be able to cast lower-level spells without the material components The description of the Wish spell, on PHB 288 makes this clear: The basic use of this spell is to duplicate any other spell of 8th level or lower. You don't need to meet any requirements in that spell including costly components. All three ...


7

No. Spells Known is a part of the Spellcasting or Pact Magic features. Any spells granted from other features do not count against this limit, unless explicitly stated.


7

For the purposes of the resistance/immunity example in the original question: "bludgeoning, piercing, and slashing from nonmagical weapons that aren't silvered" I think the important part isn't "nonmagical", but rather "weapons". The resistance only applies to specific damage type subcategories of weapon damage. None of the given examples are weapon ...


6

Somewhat First of all, as usual "imbalance" is what you make of it. If players in your game are having fun even though one's a "lowly tier 4" fighter and one's a "CodZilla," no amount of CharOp theory matters. So if you're not having disparity that affects your fun now, you're not going to with the Spell Compendium either. In my experience, a lot of the ...



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