Spells in Ver 3.5 - Question

Post/Author/DateTimePost
#1

stormheim

May 02, 2013 19:10:29
OK - I'm fine with the fact that, over time, the descriptions and effects of spells were amended to fit the game better or to clarify certain points, and I always use the latest published version.

But can anyone tell what they do/did when there are two spells of the same name that do totally different things?

For example, Critical Strike in Complete Adventurer (published Jan 2005)  is an Assassin 1, Hexblade 2, Sorcerer/Wizard 1 spell that adds 16d sneak damage, doubles the threat range, and adds +4 to confirm criticals.

However, in Complete Mage (published Oct 2006), it's just an Assassin 1 spell that ignores any miss chance due to concealment.

If the difference was just the description, I would probably go down the route of merging the two spells and making the players state which of the two variants they are selecting, as you can do with some other spells.

However, the diffences in who can learn/cast the spell prevents this.

Any (polite) suggestions gratefully received.



( That which doesn't kill you makes you stronger......................unless it rips your arms off )
#2

Centauri

May 03, 2013 12:08:46
Just rename one of the spells.
#3

DaBeerds

May 03, 2013 12:27:36
I would probably go with the later published spell details.  In your example, maybe the Complete Adventurer spell was deemed too powerful and so they toned it down in the Complete Mage.

That being said, if you do not think that the CA version is overpowered then do what Centauri suggests rename one of them and keep both.
#4

foxfireinferno

May 03, 2013 12:57:59
By official dev statements, you go with the most recently printed version of something as the current/official one.  They had this going with the Innate Spell feat, which changed between its printings.

That said, these spells seem so different that I doubt one is intended to be an updated version of another, so I agree with the 'just rename one' solution.  Odds are, the author of the second book just didn't double-check to see if 'Critical Strike' had already been used.
#5

stormheim

May 04, 2013 10:23:14
Centauri - good call. That may be the easiest way forward, would just need to get it agreed with the other players.

Thank you all for the advice.
#6

RogerWilco

May 04, 2013 17:46:23
I would go with the version from Complete Adventurer. It's also used in the Spell Compendium (December 2005) and wasn't updated in the Spell Compendium Errata (October 2008) www.wizards.com/default.asp?x=dnd/errata

CRITICAL STRIKE
Divination
Level: Assassin 1, bard 1, sorcerer/wizard 1
Components: V
Casting Time: 1 swift action Range: Personal
Target: You
Duration: 1 round
Upon uttering the ancient phrase that completes the spell, you feel the weapon in your hand drawn toward a creature standing nearby.
Whenever you make a melee attack against a flanked foe or against a foe denied its Dexterity bonus, you deal an extra 1d6 points of damage, your weapon’s threat range is doubled (as if under the effect of keen edge), and you gain a +4 insight bonus on rolls made to confirm critical threats. The increased threat range granted by this spell doesn’t stack with any other effect that increases your weapon’s threat range. Creatures immune to extra damage from sneak attacks are immune to the extra damage dealt by your attacks.

Some of the last books of 3.5E were poorly edited, and my guess would be that that's the case for Complete Mage and that's why there is a duplicate. If you also want that version, give the one in Complete Mage a different name.
#7

Sir_Joseph_the_Crowe

May 22, 2013 16:15:54
OK - I'm fine with the fact that, over time, the descriptions and effects of spells were amended to fit the game better or to clarify certain points, and I always use the latest published version.

But can anyone tell what they do/did when there are two spells of the same name that do totally different things?

For example, Critical Strike in Complete Adventurer (published Jan 2005)  is an Assassin 1, Hexblade 2, Sorcerer/Wizard 1 spell that adds 16d sneak damage, doubles the threat range, and adds +4 to confirm criticals.

However, in Complete Mage (published Oct 2006), it's just an Assassin 1 spell that ignores any miss chance due to concealment.

If the difference was just the description, I would probably go down the route of merging the two spells and making the players state which of the two variants they are selecting, as you can do with some other spells.

However, the diffences in who can learn/cast the spell prevents this.

Any (polite) suggestions gratefully received.



( That which doesn't kill you makes you stronger......................unless it rips your arms off )

I think True Strike (Wiz/Sorc 1, PHB) ignores miss chance due to concealment AND gives a +20 to hit. Which sounds very similar to the Complete Mage version you described above.

WARNING: I had a sorcerer with the True Strike spell in his limited list and used True Strike 3 times in a row, only to roll a 1 each time. I'm not the only player to suffer this dreadful curse. Recently a new player refused to heed the warning of the True Strike Curse and his character rolled a 1 after casting True Strike and missed his target. So beware.
#8

jeffb2066

May 30, 2013 9:06:03
No spell, no matter the level of the caster or spell, can overcome a plain old fashioned bad dice roll.