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5

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 ...


2

Your changes are not likely to unbalance the class in play, though they do seem sort of pointless, to be honest. Jet of Steam and Magic Missle aren't really any better than Kelgore's Fire Bolt, and neither can be used with Arcane Channeling. Bloodletting is strictly less powerful than Shocking Grasp once you hit level 3. Escalating Enfeeblement is... ...


8

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, as well as archivists and wizards1, simply are the most powerful classes in the game because they have access to all of these spells and can change them every ...


0

Somewhat 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 a good Goddamn. In my experience, a lot of the punch in the Spell Compendium is stuff that lets you get around saves/spell resistance more easily (orbs etc.). Ray ...


10

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, ...


1

In short, No. To quote Pathfinder's FAQ: Bonus Spells from a High Ability Score: Can I use these even if my spellcasting class level isn't high enough to give me access to those spell levels? No. You only get the bonus spells if your class level grants you access to those spell levels. You can't even use them for lower-level spells. See page 16, ...


-2

Given you said this is for selecting a 3.5 Wizard's daily spell preparations, I can offer the following suggestion. Every time you level, review your new spells scribed and and spell slot count, and just update 2 or 3 go to lists. The standard I go with is one list for dungeon delving, one for overland travel, and one for downtime/city life. How ever, if ...


7

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 ...


5

No, there are no alternative reincarnate charts It's likely the expectation is that the DM adjusts the chart based on his campaign. That's because, if I remember correctly, when Dungeons and Dragons, 3rd Edition was in the planning stages, one of the complaints fans of Advanced Dungeons and Dragons, 2nd Edition had was the necessity of cross-referencing a ...


1

Not that I'm aware of, but if you're in the DM, it wouldn't be hard to make one that fit your needs using Internet References. Allow me to demonstrate; Reincarnation Chart Roll a d100 01-85: Consult This Post, and the following one, rolling a d126 to determine which race* 86-90: Consult This Post, rolling a d10 to determine which race 91-95: Consult This ...


3

Yes. If you'll review the text of the Elemental Focus feat and the Elemental Spell feat you'll note that Elemental Focus applies to any spell that deals even 1 point of damage of the chosen type.


-1

This is straight from page 203 of the Player's Handbook for Fifth Edition. Casting some spells requires particular objects, specified in parentheses in the component entry. A character can use a component pouch or a spellcasting focus in place of the components specified for a spell. But if a cost is indicated for a component, a character must have that ...


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 ...


0

Magical Beasts can have character levels. From the SRD: The separate table for Intelligence ensures that no PC ends up with an Intelligence score lower than 3. This is important, because creatures with an Intelligence score lower than 3 are not playable characters. Creatures with any ability score lower than 1 are also not playable. As mentioned in ...


-1

Much of "verbal" communication is in fact, non-verbal; tone, timeliness of expression, gestures and body language. It is conceivable an intelligent but non-verbal creature could hold up two fingers, for example in response to a question. The more intelligent and social the creature, the more likely it would have a formalized method of communication. ...


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 ...


5

By RAW, Sleep should affect the Armor Guardian. The Compendium states (emphasis mine) (from the Rules Compendium pg. 225): Immune: A creature that is immune to a damage type (such as cold or fire), a condition (such as dazed or petrified), or another specific effect (such as disease or forced movement) is not affected by it. A creature that is immune ...


1

The key line here is: " If you want to do a shield spell as a defense instead of a block, you’re more than welcome to, but remember that you have to pay all the associated costs for the spell and make a Discipline roll just like with any other spell." This is not a block, it's a defense roll. That means that the spell does not last beyond the attack. ...


-5

The option to copy an spell is described on page 114 of the PHB in the wizard class chapter. Copying a Spell into the Book in an option if you can spare the time to decipher and copy it. More information is given but due to copyright I wont post more.


6

The Rules are right there in the book: Spell scrolls are Magic Items, rarity values are on page 200. Crafting a Magic Item are on Page 128. Creating a magic item that will produce a spell effect requires daily expenditure of a spell slot of the right level - knowing the spell is not required by RAW. You must also expend the material components once. Once ...


-6

Research is for creating new spells that don't exist, or making other class spells work for your class, so the title isn't exactly correct, though you do clarify it in your question very very well. You can write as many spells in your spellbooks as you want. That doesn't mean you have them memorized, they are simply available to you when it comes time to ...


-2

Your best bet is to download the System Reference Documents for 3.5, and copy paste them yourself. It's a little labor intensive, but it does mean that you have the formatting just how you like.


8

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 ...


2

A save is neither an action nor a reaction - if it were, you would need to use your action or reaction in order to make a save. Effects that influence saves should always be clearly noted, because the save mechanic is an important part of the game. Speed 0 is not the same as applying the Immobilized condition - except for sharing the effect on speed of ...


1

The undead creatures flee until they lose the condition turned The supernatural ability turn undead inflicts the condition turned (PH 314, DMG 301). In the same way a wizard can't command a creature he dominates to see or turn back to flesh if the creature's blinded or petrified, respectively, a wizard who otherwise controls the turned undead creature via ...


2

You could try talking to them. Certainly, there are magical options that allow you to forcibly change the alignment of a creature, but the good old fashioned method of explaining to a villain the error of their ways is always an option. Admittedly, it's a high-maintenance option that is unlikely to succeed without spending a vast amount of time and effort ...


1

There are no RAW ways to change a creature's alignment in 5E as it has become a more "rules-light" element since older editions. There are however plenty of [Good] spells in 3.5's Book of Exalted Deeds which are related to salvation of evil creatures. One of them that comes into mind is: Sanctify the Wicked, level 9; traps target's soul in expensive gem, ...


0

By RAW, the undead will run away. The wizard will still be in control of the undead once it stops running, but the effect of Turn Undead will override that control, at least for a time. Changing this would not be good. If a necromancer is attacking your party with a horde of undead, then the cleric should be able to turn those undead without having to ...


3

There are some related terms which you seem to be confusing. Your answer depends on which one you actually intend: Turn or Rebuke Undead Ability This is the generic word for the class ability of clerics of all alignments. Also sometimes referred to as "channeling." Confusingly, it encompasses turning, rebuking, and many other effects. Turn This is the ...


2

While the sources are different, the type "command" is the same so I'd guess that's the same answer as if someone casts two Dominate Person spells (http://www.d20srd.org/srd/spells/dominatePerson.htm) answered in the FAQ (http://archive.wizards.com/default.asp?x=dnd/er/20070731a): What happens when multiple creatures dominate the same target? In most ...


-1

As a DM, I often have to say no to this question. The characters can become a little overpowered when they use this spell in such a way. An easy way to balance this is to throw a fire-resistant creature or two at the PCs. While you should never deny a player from an ability he or she is entitled to, be sure you read the rule books carefully before making ...


-4

There is plenty of opportunity as a moderator to add your own rule for this kind of situation as long as its fun for everyone. Perhaps a spell check between the wizard and cleric to determine which holds more power over the creature to gain control or maybe the conflicting commands cause the creature to suffer damage, etc...


0

No books to quote from, but in most cases for these types of things,"can't" beats "can" for things like this. Wizard casts Command Undead on a zombie, then demands that it attack the Cleric that Rebuked it. It can't, so it just kinda... shambles around, moaning. Likewise, Wizard casts Command Undead on a ghoul and demands that it cast Wish to turn the ...


17

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 ...


10

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. ...


-1

If spells such as Gust of Wind only extinguished non-magical fire, it would say so in its description. Gust of Wind makes no distinction between magical and non-magical fire so it should work on both. If a spell requires this distinction to be made it is stated as such in its description. In other words, if something isn't required to be magical or ...


4

If you wanted to go by spell level, along the same vein as the darkness/daylight spells, then gust of wind wouldn't be able to put out a wall of flame unless it is cast as a fourth level spell. From page 227, PHB: The gust disperses gas or vapor, and it extinguishes candles, torches, and similar unprotected flames in the area. It causes protected ...


2

You could make it a roleplay thing. I mean, since you're a warlock AND a paladin I'd assume you have high cha (lay on hands and invocation saving throws) I imagine a few diplomacy throws and a show of mercy could do what you want. granted the DM allows.


3

It can be done, but probably not by you. Since you have Create Thrall, you must have at least 14 levels of Warlock, but you'd need 17 levels of Paladin (or 9 levels of Bard, Cleric, Druid, or Wizard) to redeem an evildoer (for 30 days, anyway). 17 levels of Bard, Cleric, Druid, or Wizard to make it permanent. The spell Geas can be used to command an ...


9

The term "special modifiers" applies to any bonus to the DC of your spells that is not your spellcasting ability modifier or your proficiency bonus. Examples of this kind of bonus include the +2 bonus given by a Robe of the Archmagi or the +1, +2, or +3 bonus given by a Rod of the Pact Keeper.


-3

Seems like something they have avoided putting in this Edition so far. I think your best bet is to have a range of spells that target different saves, or get a team mate to make the roll more difficult by adding disadvantage or subtracting from the roll.


6

According to Jeremy Crawford, one of the designers of 5e, this is the intended behavior: When a spell's description uses "enter" in relation to an AoE, the entering has to be voluntary only if the text says so. That tweet was part of a conversation specifically about Spirit Guardians, so it seems like the designer intent was exactly as you say: moving ...


11

By strict RAW, you can sense the presence of illusions of all kinds, but you can't actually see exactly where they are, or that they are illusions rather than just some kind of magic in your vicinity. From the description of Detect Magic: For the duration, you sense the presence of magic within 30 feet of you. Simple enough; if there's magic, you can ...


0

Yes. The detect magic spell allows you to "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." (Source) There is nothing to indicate that a spell of the illusion school ...


3

In a tweet from Jeremy Crawford, he says: When a spell's description uses "enter" in relation to an AoE, the entering has to be voluntary only if the text says so. So by RAW/RAI, Moonbeam will do damage when the beam is moved over a target. In the continuation of that conversation, Jeremy also says: I explained how the spell works (RAW) and agreed ...


14

It doesn't change what dice you roll, it changes how you read the dice. When you roll, any dice that come up showing 1 you treat as if they had rolled a 2. So if you roll 1d10 and get a 5, Elemental Adept doesn't do anything; but if you roll 1d10 and get a 1, then you treat it as a 2 instead. It's not so useful on a 1d10 because it only does anything ...


4

No. It means that if you roll a 1 on your 1d10, you treat it as if you rolled a 2.


0

While powerful, it's within RAW and is not that dissimilar to using other methods of defence, such as Full Defence action from a cleric which is concentrating on Spirit Guardians, or Cutting Words. It's a good enough spell that you could base an entire build around it- Human Cleric with War Caster and a +3 con bonus, a Shield and Plate Armour. Assuming the ...


0

This is one of the most poorly written parts of the PHB, although there are plenty of others. Al's response seems to account for the ENTERS wording, which is vague and confounding. There is something being overlooked, however, in the interpretation that a creature should take damage twice during any turn to turn timeframe from the moonbeam. Notice that the ...


0

Why desecrate? The 2nd-level Clr spell desecrate [evoc] (PH 218) does one of two things: When casting the 3rd-level Clr spell animate dead [necro] (PH 198-9) et al., the spell desecrate makes animated dead better; or the spell desecrate makes an already created undead horde better. The spell desecrate cuts the connection between an altar, shrine, or other ...



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