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ATHATH
2017-03-29, 12:11 PM
Looking here (http://archive.wizards.com/dnd/article.asp?x=dnd/mc/mc20020130a), I noticed that Adepts now have access to the Spell Turning spell.

Are there any other splatbooks/online articles/Dragon Magazines that add to an Adept's "natural" (i.e. without Cerebrosis, Mother Cyst, Sandshaper, and the like) spell list?

And yes, I already know about the Urban Adept and the Religious Adept ACFs and Corrupt and Sanctified spells.

Venger
2017-03-29, 12:33 PM
Complete champion adds a half-dozen or so spells to the list, but that's it.

ATHATH
2017-03-29, 03:02 PM
I'm looking at Bewildering Visions right now, and am a bit confused about what it does. Is the target nauseated for the duration of the spell if it fails one save (which is repeated every round) against the spell? Is the target only nauseated on the turns that it fails its save against the spell? Is the target only nauseated until it succeeds on its save against the spell, upon which it doesn't risk being nauseated by this spell again (until Bewildering Visions is cast again on the target)?

Venger
2017-03-29, 03:48 PM
I'm looking at Bewildering Visions right now, and am a bit confused about what it does. Is the target nauseated for the duration of the spell if it fails one save (which is repeated every round) against the spell? Is the target only nauseated on the turns that it fails its save against the spell? Is the target only nauseated until it succeeds on its save against the spell, upon which it doesn't risk being nauseated by this spell again (until Bewildering Visions is cast again on the target)?

No.

That's an instance of the oh-so-helpful flavor text being confusing by forgetting what words are specifically delineated as game terms.

If you fail a will save, you are sickened for 1 rd/lvl.

If you pass your will save vs the initial effect, don't do anything else.

If you fail your will save, each round during the duration of the spell (1 rd/lvl) you make a fort save. if you fail it, you're nauseated. if you pass it, then that round you are only sickened.

there is no verbiage saying "you shake off the effect with your first successful save" such as hold person, so no such mechanic is in place.

ShurikVch
2017-04-01, 09:43 AM
Into the Dragon's Lair have ACF for Grodd Adept, which include changed spell list:The adepts of Grodd work exactly like the adept class in the Dungeon Master's Guide except for their spell list. They lack some of the spells on the DMG adept spell list, but have a few additional spells from the Player's Handbook (these are underlined) and have a handful of new spells included in New Spells on page 93 (these spells are indicated by an asterisk).

0-Level
create water
cure minor wounds
detect magic
ghost sound
guidance
light
mending
purify food and drink
read magic

1st Level
bless
burning hands
cause fear
command
comprehend languages
cure light wounds
darkness
detect chaos
detect evil
detect good
detect law
net of shadows*
obscurement
protection from chaos
protection from evil
protection from good
protection from law
shadow mask*
sleep

2nd Level
aid
blindness/deafness
cat's grace
chant
claws of darkness*
cure moderate wounds
darkness
delay poison
detect invisibility
endurance
invisibility
mirror image
resist fire/cold
shadow spray*
spiritual weapon
strength
web

3rd Level
animate dead
bestow curse
continual darkness
continual light
cure disease
cure serious wounds
lightning bolt
neutralize poison
phantom steed
remove curse
tongues

4th Level
cure critical wounds
dimension door
minor creation
phantasmal killer
polymorph other
polymorph self
restoration
shadow conjuration
shadow well*
stoneskin
wall of fire

5th Level
break enchantment
demishadow conjuration
heal
lesser ironguard*
major creation
raise dead
shadow evocation
true seeing
wall of stone

Bohandas
2017-04-01, 01:13 PM
I'm looking at Bewildering Visions right now, and am a bit confused about what it does. Is the target nauseated for the duration of the spell if it fails one save (which is repeated every round) against the spell? Is the target only nauseated on the turns that it fails its save against the spell? Is the target only nauseated until it succeeds on its save against the spell, upon which it doesn't risk being nauseated by this spell again (until Bewildering Visions is cast again on the target)?

Yeah, IIRC all the Bewildering... spells were messed up in general

IIRC bewildering mischance does the same thing as Unluck but was two levels higher and a morale effect

Venger
2017-04-01, 01:18 PM
Yeah, IIRC all the Bewildering... spells were messed up in general

IIRC bewildering mischance does the same thing as Unluck but was two levels higher and a morale effect

it also only works on saves, attacks, and skill checks, while unluck works on all rolls, and is a mind-affecting compulsion, and only works on living creatures

but unluck is totally balanced being 2 levels lower, since it's nullified if your target carries a stone of good luck

sleepyphoenixx
2017-04-01, 01:29 PM
Yeah, IIRC all the Bewildering... spells were messed up in general

IIRC bewildering mischance does the same thing as Unluck but was two levels higher and a morale effect
Bewildering Substitution is actually pretty good. Cast it on the enemies fighter-type to make him think that his mage and one of your allies have switched position, then watch him splatter his mage.
That's pretty useful for a 2nd level slot. It's mind-affecting, but that's not exactly a problem at that level.


it also only works on saves, attacks, and skill checks, while unluck works on all rolls, and is a mind-affecting compulsion, and only works on living creatures

but unluck is totally balanced being 2 levels lower, since it's nullified if your target carries a stone of good luck

But Unluck is totally balanced being two levels lower. It's a good spell, but it's not even top-tier for 3rd level spells.
Bewildering Mischance just isn't worth preparing in a 5th level slot, so if anything that's the unbalanced one.

Eldariel
2017-04-01, 02:03 PM
The only ones listed by Spellfinder (http://www.imarvintpa.com/dndlive/FindSpell.php) are:
Bewildering Mischance/Substitution/Vision [Complete Champion]
Invoke the Cerulean Sign [Lords of Madness]
Lesser Spell Turning [WoTC Site]

Venger
2017-04-01, 02:56 PM
Bewildering Substitution is actually pretty good. Cast it on the enemies fighter-type to make him think that his mage and one of your allies have switched position, then watch him splatter his mage.
That's pretty useful for a 2nd level slot. It's mind-affecting, but that's not exactly a problem at that level.



But Unluck is totally balanced being two levels lower. It's a good spell, but it's not even top-tier for 3rd level spells.
Bewildering Mischance just isn't worth preparing in a 5th level slot, so if anything that's the unbalanced one.

Right, sorry, that's what I meant. unluck is balanced and bewildering mischances is massively overinflated and nerfed way too much.

Thurbane
2017-04-01, 03:43 PM
Complete Champion:

Bewildering Mischance
Bewildering Substitution
Bewildering Visions
Interfaith Blessing

Eldariel
2017-04-01, 03:54 PM
That's actually curious, Spellfinder doesn't list Interfaith Blessing at all even though it lists every other Complete Champion spell... :smallconfused: That's actually a rather good spell too, +2 AOE untyped to hit from a 2nd level slot is nice (of course, that only works for certain deities - the other options are less impressive).

thorr-kan
2017-04-02, 08:24 PM
The only ones listed by Spellfinder (http://www.imarvintpa.com/dndlive/FindSpell.php) are:
Bewildering Mischance/Substitution/Vision [Complete Champion]
Invoke the Cerulean Sign [Lords of Madness]
Lesser Spell Turning [WoTC Site]

Cite for Invoke the Cerulean Sign? The website you quote has it, but it's not listed as such in Lords of Madness.

However, I don't have web supplement nor errata for Lords of Madness.

thorr-kan
2017-04-10, 10:28 AM
Into the Dragon's Lair have ACF for Grodd Adept, which include changed spell list:The adepts of Grodd work exactly like the adept class in the Dungeon Master's Guide except for their spell list. They lack some of the spells on the DMG adept spell list, but have a few additional spells from the Player's Handbook (these are underlined) and have a handful of new spells included in New Spells on page 93 (these spells are indicated by an asterisk).

0-Level
create water
cure minor wounds
detect magic
ghost sound
guidance
light
mending
purify food and drink
read magic

1st Level
bless
burning hands
cause fear
command
comprehend languages
cure light wounds
darkness
detect chaos
detect evil
detect good
detect law
net of shadows*
obscurement
protection from chaos
protection from evil
protection from good
protection from law
shadow mask*
sleep

2nd Level
aid
blindness/deafness
cat's grace
chant
claws of darkness*
cure moderate wounds
darkness
delay poison
detect invisibility
endurance
invisibility
mirror image
resist fire/cold
shadow spray*
spiritual weapon
strength
web

3rd Level
animate dead
bestow curse
continual darkness
continual light
cure disease
cure serious wounds
lightning bolt
neutralize poison
phantom steed
remove curse
tongues

4th Level
cure critical wounds
dimension door
minor creation
phantasmal killer
polymorph other
polymorph self
restoration
shadow conjuration
shadow well*
stoneskin
wall of fire

5th Level
break enchantment
demishadow conjuration
heal
lesser ironguard*
major creation
raise dead
shadow evocation
true seeing
wall of stone

Nice find. 3.0, not 3.5, but Adept didn't change that much. Update the spells to 3.5 if necessary.

Grodd's adepts can also command/rebuke shadows. Gotta be a use for that.