Paladin and Cleric spells in the compendium?

Lord Pendragon

First Post
I've heard a couple of folks mentioning the "Spell Compendium" recently, which I garner is a new 3.5 spell sourcebook, correct? Are there any good paladin/cleric spells in said volume, or is this a sor/wizard resource?
 

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Lord Pendragon said:
I've heard a couple of folks mentioning the "Spell Compendium" recently, which I garner is a new 3.5 spell sourcebook, correct? Are there any good paladin/cleric spells in said volume, or is this a sor/wizard resource?

The Spell Compendium has spells for all the core spellcasters, as far as I know.
 

There are a lot of spells for every level of every core spellcasting class and PrC, but none of them are actually new. It's a collection of just under a thousand spells from various sources updated to 3.5.
 

sukael is correct. Go. Buy. Now. You won't regret it.

Here's something to whet the appetite.

Righteous Aura, 4th level paladin spell. Hour per level, you get the effects of daylight and a +4 sacred cha bonus.

Oh and when you die you go in a big way. Heal your friends, kill your enemies. Its messy and you're unlikely to recover, but then again the same goes for your foes. :D
 
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Okay, now I am somewhat confused. I had decided to buy the Spell Compendium, or at least look through it at the games/bookstore. So I checked the Barnes and Noble site to see if they carried it. It's listed as not yet published, due out on December 27th.

Has this book been published? And if not, is there a preview that people are getting things from (such as the spell mentioned above)?
 


As I understand it, WOTC often delay shipments to certain online discount stores (notably Amazon.com), and possibly big chains as well, in order to give your FLGS a chance to compete.
 

My brothers works at a B&N, and they usually get their WotC books anywhere from a week to three or four weeks after gaming stores get them. I'm sure it's to help independent gaming stores in a way, but I also think that some of the delay has to do with the distributor having to ship sufficient copies to the main warehouses to then be distributed to the stores. Then there's a delay getting books on the shelf; unless there's a gamer working at the store, the books will typically sit on a cart for a week or two until someone decides to shelve the "stupid D&D books that don't sell". (The connection that they might sell if they were on the shelf on time never seems to occur to them, though...)
 

I've just updated my 3.5e paladin spell resource, so I'll list the paladin spells that are in the Spell Compendium.

1st-level Spells
Axiomatic Water: Makes lawful-aligned axiomatic water.
Bless Weapon, Swift: Swift. Weapon strikes true against evil foes for 1 round.
Blessed Aim: +2 bonus for allies' ranged attacks.
Clear Mind: +4 on saves against mind-affecting spells and abilities.
Deafening Clang: Swift. Weapon deals sonic damage, deafens.
Divine Sacrifice: You sacrifice hit points to deal extra damage.
Energized Shield, Lesser: Shield provides user resistance 5, shield bash deals +1d6 damage.
Faith Healing: Cures 8 hp +1/level (max +5) to worshipper of your deity.
Find Temple: You know direction of your deity's nearest temple.
Golden Barding: Your mount gets force armor.
Grave Strike: Swift. You can sneak attack undead for 1 round.
Holy Spurs: Swift. Special mount’s speed increases by 40 ft. for 1 round.
Know Greatest Enemy: Determines relative power level of creatures within the area.
Lionheart: Subject gains immunity to fear.
Moment of Clarity: Target immediately makes a new saving throw to resist a mind-affecting spell or effect.
One Mind, Lesser: You gain +4 on Spot and Listen checks while mounted.
Resist Planar Alignment: Subject can resist penalties for being of an opposed alignment on an aligned Outer Plane.
Resurgence: You grant subject a second chance at a saving throw.
Rhino's Rush: Swift. Next charge deals double damage.
Second Wind: Dispel fatigue, grant bonus on Constitution checks.
Sense Heretic: Glow reveals when evil creature is near.
Silverbeard: You grow a hard silver beard that gives +2 bonus to armor.
Sticky Saddle: Immediate. You become stuck to special mount, gain +10 to Ride checks.
Strategic Charge: Swift. You gain the benefits of the Mobility feat.
Traveler's Mount: Creature moves faster but can't attack.
Vision of Glory: Subject gains morale bonus equal to your Charisma modifier to one saving throw.
Warning Shout: Immediate. Allies are no longer flat-footed.

2nd-level Spells
Angelskin: Lawful good creature gains DR 5/evil.
Aura of Glory: Swift. Remove any fear effect from allies.
Awaken Sin: Subject faces its sins, takes 1d6/level nonlethal damage (10d6 max).
Checkmate's Light: Your weapon becomes a +1 lawful-aligned weapon and bolsters the morale of allies.
Cloak of Bravery: You and your allies gain a bonus on saves against fear.
Divine Insight: You gain insight bonus of 5 + caster level on one single skill check.
Divine Protection: Allies gain +1 morale bonus to AC, saves.
Energized Shield: Shield provides user resistance 10, shield bash deals +2d6 damage.
Fell the Greatest Foe: Deal extra damage to creatures larger than Medium.
Flame of Faith: Gives weapon the flaming burst special ability.
Hand of Divinity: Gives +2 sacred saving throw bonus to worshipper of your deity.
Holy Mount: Special mount gains celestial template.
Knight's Move: Swift. You instantly move to flank a foe.
Loyal Vassal: Ally gains +3 against mind-affecting spells and abilities and cannot be compelled to harm you.
One Mind: As lesser one mind, but also gain +2 to attack while mounted.
Quick March: Swift. Allies' speed increases by 30 ft. for 1 round.
Shield of Warding: Shield grants +1 bonus on AC and on Reflex saves, +1 per five levels (max +5).
Spiritual Chariot: Creates ghostly chariot behind your mount.
Stabilize: Swift. Cures 1 point of damage to all creatures in area.
Strength of Stone: Swift. +8 Strength bonus that ends if you lose contact with the ground.
Undetectable Alignment: Conceals alignment for 24 hours.
Zeal: Swift. You move through foes to attack the enemy you want.

3rd-Level Spells
Axiomatic Storm: Lawful-aligned rain falls in 20-ft. radius.
Blessing of Bahamut: You gain damage reduction 10/magic.
Diamondsteel: Metal armor provides damage reduction.
Find the Gap: Your attacks ignore armor and natural armor.
Hand of the Faithful: Immobile zone of warding stuns those worshipping different deities from yours.
Holy Storm: Good-aligned rain falls in 20-ft. radius.
Mantle of Good: You gain SR 12 + caster level against spells with the evil descriptor.
Mantle of Law: You gain SR 12 + caster level against spells with the chaos descriptor.
One Mind, Greater: As one mind, but also gain +2 to damage while mounted.
Regal Procession: As mount, but you summon several mounts.
Resurgence, Mass: As resurgence, but multiple subjects.
Righteous Fury: Gain temporary hp, +4 to Strength.
Seek Eternal Rest: Turn undead as cleric of your level.
Undead Bane Weapon: Weapon gains undead bane property and is considered good-aligned.
Weapon of the Deity: Your weapon gains enhancement bonus and special ability.
Word of Binding: Magical manacles restrain foe.

4th-Level Spells
Castigate: Verbal rebuke damages those whose alignment differs from yours.
Draconic Might: Gain +4 to Str, Con, Cha; +4 natural armor; immunity to magic sleep effects and paralysis.
Favor of the Martyr: Subject gains immunity to nonlethal damage, charm and compulsion effects, and other adverse conditions.
Lawful Sword: Weapon becomes +5 axiomatic weapon and emits magic circle against chaos.
Revenance: Restores dead creature to life for 1 min/level.
Righteous Aura: You radiate light as daylight, gain +4 sacred bonus to Charisma, and detonate on death, healing good creatures and damaging others (2d6/level damage).
Sacred Haven: Creatures gain +2 AC, retain Dex bonus, and you can lay on hands at range.
Telepathic Aura: One-way mental communication to allies within 100 feet.
Visage of the Deity, Lesser: You gain +4 Cha and resistance 10 to certain energy types.
Winged Mount: Your mount grows wings and flies at speed of 60 ft.​

Overall, I like the new spells. There are quite a few low-level swift action spells so that the paladin doesn't have to give up making a melee attack to get a small benefit. The one mind series of spells is also pretty good for a mount-focused paladin. Several spells also grant sacred bonuses, e.g. shield of warding (AC and reflex saves), righteous fury (Strength) and righteous aura (Charisma), which are generally more stackable. The Spell Compendium also revised several spells, either making them lower level or more useful.

The one sour note was the revision to divine sacrifice, which now automatically triggers with the first attack made in each round of the spell, and the paladin takes damage regardless of whether the attack hits or misses. I'll probably be house-ruling that one.
 

Some nice ones in there, a few that sound abusable though. That rhino's rush being the biggest offender if it really works that way.

The Righteous Aura spell, is that a reflex save? The rogue's player may be very unhappy to have his PC's moraly questionable ass blown to smithereens by the spell. :]

Darn, still no spell for a paladin to "see the worst sin commited by a creature". I think that would be a fun divintation spell. And really cut down on arguing. See the movie "Unbreakable" for more details.
 
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