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    For discussion of D&D 3.0e, 3.5e and D20 OGL

    > Tools
    https://srd.dndtools.org
    https://dndtools.one/
    https://d20srd.org
    https://www.realmshelps.net/
    https://www.tsrarchive.com/

    > Indices
    > 3.5
    https://archive.burne99.com/archive/4/
    http://web.archive.org/web/20080617022745/http://www.crystalkeep.com/d20/index.php
    > 3.0
    http://web.archive.org/web/20060330114049/http://www.crystalkeep.com:80/d20/rules3.0.php
    > 3e/3.5 Book PDFs
    https://mega.nz/folder/GMMUDLCK#1IXzJk1_yxlgNmPABGjcyw
    >Dragon/Dungeon Magazine:
    https://mega.nz/folder/7N1XVahA#SsO9HsJ3glqRQFzZ8WiQ2A
    >Pathfinder 1E link repository (tangential to 3.5e, might be useful)
    https://pastebin.com/RSt0rF0T
    >PF1e Book PDFs
    https://mega.nz/folder/OIUTAIgS#1mIpxubgBzcme1WjpdlKtA
    https://mega.nz/folder/TAsiDLCQ#5_VrrgY18E_P6ilo_oWrnw
    https://mega.nz/folder/1A0FzJrC#r-sKFy3CUFwCle8KJkhqmg
    > Dragon Magazine Index
    https://www.aeolia.net/dragondex/
    > Dungeon Magazine Index
    http://www.canonfire.com/cf/dungeonindex.php
    > Web Articles Orbital Flower Index PDF
    https://archive.4plebs.org/tg/thread/91811106/#91824954
    https://orbitalflower.github.io/rpg/wizards-3e-archive.html
    > Errata
    https://web.archive.org/web/20201111205827/http://archive.wizards.com/default.asp?x=dnd/errata

    >3e Resource Index Version 2024-04-17
    https://archive.4plebs.org/tg/thread/92491374/#92530275
    >Ultimate SRD
    https://www.mediafire.com/file/4zlhwokm29p1zxd/USRD_1.8.0.zip/file

    Previous thread: >>98747657
    Thread Question: What changes would you make to the skill system? Consolidate them? Add more? Change some abilities?
    >>
    Collapse together skills, separate out skill points for knowledge and practical skills. Subcategorize magic and psionic item skills so UMD and UPD aren't god skills. Make Perception solely controlled by stats, class features, and feats instead of a skill.
    >>
    >>98862343
    I wouldn't collapse the skills together. I like the granularity. Maybe give I would definitely
    give some classes more skill points, that's for sure.

    >>98862384
    >separate out skill points for knowledge and practical skills
    I like that. Group skills together and have skill points you can invest in that group.
    Yeah, dope.
    It's funny that that didn't come to mind considering that I'm doing just that on my own system. I even have weapon proficiencies as a skill categories.
    >>
    >>98862539
    Perpetual light is supposed to come free on magic swords.
    Pathfinder 1e replaced cute minor with stabilize, but kept create water and most of the others, it’s not the end of the world but I still don’t think clerics should work as decanters of endless water by default. You can have cantrips refresh 1/hour and it’s still very different from being free.
    >>
    >>98862343
    Consolidate the skills reducing them to half. Turn umd into a rogue class abilityAdd some that i find missing like a command or tactics skill.

    Change the numbers to make the dc's scale. So tumble to go through some opponents without suffering an attack of opportunity would be 10 + the opponents BAB instead of a flat 15.
    Same thing with concentration etc.
    >>
    >>98862957
    Shadowrun did it 2 years prior so I was incredibly confused when 3.0 rolled around and it wasn't copied, and there were a shitload of fluff skills when you had not even close to enough points to invest.
    >>
    >>98863800
    even if 3.0 didn't do it i would expect 3.5 to have seen the problem with skills by that point
    >>
    >>98863008
    >Perpetual light is supposed to come free on magic swords.
    Not all of them, just a decent chunk:
    https://www.d20srd.org/indexes/magicItems.htm
    >Light Generation

    >Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.
    Does anyone use this rule though?
    >>
    >>98863008
    Thematically, perhaps require training to use cantrips/orisons at will?

    I guess the question is should a master wizard have to burn a spell slot to nudge a candle a few inches. Are all the magical effects that magic users can do require blowing through spell slots?
    >>
    I'm fine with unlimited attack cantrips because it really doesn't make much of a difference to be shooting 1d3 globs of acid, but healing and utility ones change the game.
    >>
    >>98864111
    I'm not fine with unlimited attack cantrips because energy damage and touch attacks are valuable, and wizards deserve the humiliation ritual of having to use a crossbow if they're out of worthwhile options (and if they're desperate there's the Reserve feats).
    >>
    >>98864189
    How is energy damage valuable at d3 increments? Also crossbow wizards have never ever made any sense, you never see that in actual books or movies or whatever unless the crossbow is their whole gimmick
    >>
    >>98864211
    Try fighting a swarm of fine or diminutive creatures, or an incorporeal enemy at low levels and you'll wish you had your d3 increments available.
    >>
    >>98864243
    Or some gricks when you don't have any magic weapons yet.
    >>
    >>98864243
    Huh? Swarms are flat immune to non-AoE spells and the latter still ignore their damage 50% of the time.
    >>
    >>98864275
    I'll admit my mistake with the swarms, but regarding incorporeal enemies 50% miss chance is still much better than no means of damaging it if you have no magic weapons or holy water (if it's undead)
    >>
    >>98864345
    That's usually why I have scrolls of Magic Weapon on hand early on.
    >>
    Is there an index of all the Dungeon/Dragon web enhancements?

    Sometimes they have interesting stuff:
    https://paizo.com/dungeonissues/100/Dungeon100Enhancement.pdf
    Too bad you still probably take level loss, but this spell is pretty intersting and almost like a permanent buff:

    Dire Reincarnation
    Transmutation
    Level: Drd 8
    Components: V, S, M, DF
    Casting Time: 1 hour
    Range: Touch
    Target: Dead creature touched
    Duration: Instantaneous
    Saving Throw: None; see text
    Spell Resistance: Yes (harmless)
    This spell works exactly as the reincarnate spell found in the
    Player’s Handbook, except the list of possible new forms con-
    sists only of dire animals (see below). In addition, the
    entire body of the deceased creature need not be present
    for the casting of dire reincarnate. A portion of the body is
    sufficient. The creature can also have been dead for a
    longer period of time prior to the spell’s casting, up to one
    month per caster level.
    d% Incarnation Str Dex Con
    01–13 Dire rat +0 +6 +2
    14–26 Dire weasel +4 +8 +0
    27–39 Dire badger +4 +6 +8
    40–50 Dire bat +6 +12 +6
    51–59 Dire ape +12 +4 +4
    60–68 Dire wolverine +12 +6 +8
    69–77 Dire wolf +14 +4 +6
    78–84 Dire boar +16 +0 +6
    85–90 Dire lion +14 +4 +6
    91–96 Dire bear +20 +2 +4
    97–100 Dire tiger +16 +4 +6
    As with reincarnate, the subject of a dire reincarnate spell
    gains all abilities associated with its new form, including
    forms of movement and speeds, natural armor, natural
    attacks, extraordinary abilities, and the like.
    A wish or miracle spell can restore a reincarnated charac-
    ter to his or her original form, although the reincarnated
    creature can resist if it chooses (Will negates).
    Material Component: Rare oils and unguents worth a total
    of at least 5,000 gp, spread over the remains.
    >>
    >>98864788
    Huh, now that I look at it RAW Reincarnate doesn't indicate that mental scores are to be changed other than losing previous racial adjustments if any.
    >>
    How difficult would it be to run 3.5 as a solo game?
    >>
    >>98864927
    I'm pretty sure you keep the old mental stats and don't loose racial adjustments for those.

    https://www.d20srd.org/srd/spells/reincarnate.htm
    >>
    >>98864965
    Only tangentially related but in middle school one of my buddies made a 5th level fighter, put him in front of a door with 10k HP, and spent several hours rolling dice until the door was broken. I hope that dude is doing okay now because he sure as shit wasn't at the time.
    >>
    >>98864788
    >Too bad you still probably take level loss
    There's a few ways around this. Using a thought bottle in the rules as intended way lets you regain levels loss due to death: https://new.dndtools.org/items/thought-bottle
    You do have to pay 500xp to use that function of the item, but It's probably worth it though. But that item still costs 20,000 gp.

    another way around it is the capstone of this prestige class:
    https://new.dndtools.org/classes/ardent-dilettante-685
    >>
    Here's some reincarnation related spells that will be more well known, since they're from books rather than a web enhancement for dungeon magazine.
    https://dndtools.net/spells/spell-compendium--86/last-breath--4336/
    https://dndtools.net/spells/masters-of-the-wild-a-guidebook-to-barbarians-druids-and-rangers--44/true-reincarnate--1937/
    Last breath is basically like the druid version of Revivify. Both let you reincarnate a creature without level loss, but True Reincarnate does cost 1000 xp. They just use the usual reincarnation chart though.
    >>
    >>98864965
    It would be fairly easy if you were to go kinda vanilla for your encounters and with that i mean to avoid humanoids with builds because that would get progressively more time consuming.
    Besides that the system runs itself. The dmg has basic loot tables for at least all the common loot.
    >>
    >>98865065
    Having been on both ends of this type of story, this really hit me in the feels
    >>
    Here's a pretty interesting reincarnation related item that never seems to have been discussed anywhere.

    In Dragon #297, there's a bunch of items inspired by famous real world artifacts. On page 49, we have the "Female Megalith". When you cast reincarnate it lets you choose which form you get from the list instead of it being random.

    It has a market price of 162,400 gp. Only thing is that it's literally a giant rock, so it weighs 12,000 pounds.
    >>
    >>98865065
    Well, how much hardness did the door have?
    >>
    If you rolla d life counter instead of a D20, it should have the same % on the rolls, but some people tell me it is wrong.
    >>
    Isn’t the Incantatrix a little too powerful at high levels?
    For 24 hours, you can have Loresong to pass virtually any Spellcraft check, Swift Fly for flight, Greater Invisibility, Greater Blink, and End to Strife for passive damage with no saving. Alternatively, you could use Foresight to ensure you’re never caught off guard, or Shapechange.
    Friendly Fire makes enemies hit each other with ranged attacks, Starmantle grants immunity to nonmagical attacks, and Selective Spell + Antimagic Field gives you immunity to magic and spells while letting you selectively exclude certain creatures from the field (you can even use Instant Metamagic to save resources).
    Basically, you enter god mode, where almost nothing can hurt you. And I’m sure you can keep stacking even more bullshit on top of this, especially if you have access to divine spells.
    >>
    >>98862343
    collapse skills to as few as needed, decouple them from stats so if you wanted a barbarian that was good at music you could, also tie skill checks to things like spells for their effects and abilities.
    >>
    >>98865634
    Infamously so.
    >>
    >>98865423
    Probably 5-10
    >>
    >>98865065
    I remember this pasta. What the hell was that dudes deal?
    >>
    >>98866703
    It's not even a pasta I'm just still here and still think about that dude because he's the guy that taught me 3.5
    >>
    >>98866721
    Damn... you ever try looking him up?
    That post might have been the funniest thing I've ever seen in this general, I sent it to at least a few friends.
    >>
    >>98864189
    I wish my group would use reserve feats, I love them despite how they seem to be regarded as not very good.
    >>
    >>98866753
    Glad it brought you joy, at the time I was mostly flabbergasted. Haven't seen the dude in 15 years and aside from a facebook he hasn't updated in ages I've got no clue what he's up to. Dropped out of college and kept slumming around his hometown living life if I had to guess. Hasn't shown up in the police records or obituaries which is more than I can say for some of the guys we hung out with.
    >>
    >>98866632
    the right build could probably get it done faster. Stone dragon maneuvers help since a lot of them ignore hardness.
    >>
    >>98866779
    Maybe try stretching your party thin with super long adventuring days, drastic time limits and effects preventing rest to make them more valuable
    >>
    >>98867024
    Our DM does that, and there are some days where even being a high level party we end the day fully out of spell slots.
    Shit gets dire.
    One "issue" is that we have been conditioned to be extremely careful and frugal with resources, so sometimes we take a while to decide how to resolve a situation between that and the in game time pressures.
    >>
    in regards to the discussion last thread about wishes and efreeti, here's something interesting I found mentioned elsewhere. It's from an older book from 2e. Page 62 of Secrets of the Lamp:
    >Efreet: Any wish that an efreeti grants will be reviewed by the efreeti's own superiors in the City of Brass, and ultimately by the Sultan of the Efreet himself. These superiors are both malevolent in nature and exacting in their bookkeeping. None looks favorably upon an efreeti who dispenses wishes like sweets to the benefit of others. An efreeti whose wish-granting is questioned must offer evidence of two circumstances: 1) that the wish was granted against the efreeti's will or better judgment (for example, the efreeti was imprisoned, threatened, ensorceled, or forced to act against its will); and 2) that the efreeti proved its innate superiority by turning the wish against the wisher, thereby teaching the individual an important lesson (don't ask anything of an efreeti!).
    >Efreet usually grant a malicious wish, but often in a manner ensuring that the one who requests the baleful wish will be harmed along with the victim of it.
    >>
    >>98869526
    #1 is covered entirely by the fact that candles of invocation cast Gate, which explicitly says immediate tasks(take less than 1 round/CL) don't need an agreement from a controlled creature and Gate does in fact control them if your CL is equal to their HD (if grouped) or 2x their HD (if a single creature), and #2, unlike before, 3.X Wish has wishes that can't be turned against the user without DM fiat ignoring what the spell does. It's textbook designed to not give a shit about any of that.
    >>
    >>98869758
    You might avoid the magical backlash of a hubristic wish by asking for something simple but an efrret could still very easily grant you "a magic sword" by giving you one that has a very proud and vengeful owner who is very aware that it is missing.
    >>
    Change Shape/Alternate Form interact pretty badly with clothing/equipment when transforming into non-humanoid forms, making you pretty much leave everything that doesen't fit the new body type behind.
    So a vampire transforming into a bat and back or a dragon turning into a human, would pretty much always be naked.

    Is there any way to make items meld into the new form instead like what happens with Wild Shape or spells like Alter Self?
    >>
    >36-39 Item continually emits a disturbing sound (moaning, weeping, screaming, cursing, insults).
    >40 Item looks ridiculous (garishly colored, silly shape, glows bright pink, . . .).
    https://www.d20srd.org/srd/magicItems/cursedItems.htm#drawback

    Are these really significant enough drawbacks for something to be considered cursed? Some of the other stuff on those tables is downright nasty. Having your magic sword look goofy is totally harmless compared to some stuff on the drawbacks tables

    And this isn't that dissimilar from what a lot of weapons already have:
    https://www.d20srd.org/srd/magicItems/magicWeapons.htm
    >Light Generation
    >Fully 30% of magic weapons shed light equivalent to a light spell (bright light in a 20-foot radius, shadowy light in a 40-foot radius). These glowing weapons are quite obviously magical. Such a weapon can’t be concealed when drawn, nor can its light be shut off. Some of the specific weapons detailed below always or never glow, as defined in their descriptions.

    https://www.d20srd.org/srd/psionic/items/weapons.htm
    >Mentally Audible
    >Fully 30% of psionic weapons telepathically mutter, croon, recite battle poems, scream, or produce other mental “noises” when first drawn, at first blood, or when they slay a significant enemy. Such a weapon cannot be concealed from creatures within 15 feet when it is drawn, nor can its mental “soundtrack” be curbed.
    >>
    >>98870321
    Huh, that is inconvenient.


    https://www.d20srd.org/srd/specialAbilities.htm#alternateForm
    >Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and vice versa.) Gear returns to normal size if dropped.

    https://www.d20srd.org/srd/specialAbilities.htm#changeShape
    >Any gear worn or carried by the creature that can’t be worn or carried in its new form instead falls to the ground in its space. If the creature changes size, any gear it wears or carries that can be worn or carried in its new form changes size to match the new size. (Nonhumanoid-shaped creatures can’t wear armor designed for humanoid-shaped creatures, and viceversa.) Gear returns to normal size if dropped.
    >>
    >>98861807
    >I edited every 3e book to have its errata in the text and uploaded to the internet.
    Do you mean at the end of the pdf? Did you put in notes on the page or did you edit the original text itself?
    >>
    >>98862539
    >it fucks with the spell economy of the game, where everything magical is meant to be a limited resource.
    What about Warlocks?
    >And i dont really see a big upside to it even, besides the theme i guess.
    >Certain spells would pretty much break the game.
    >I wouldnt want endless create water, cure minor wounds, light, detect magic etc. It would fuck with the game world too much

    I can see how detect magic or cure minor wounds being at will would change things. But how would create water or light be game breaking?
    >>
    In regards to light, you can get a lantern archon familiar at level 7 and have them cast continual flame on everything for free. That spell is permanent, and all archons have it at will.

    You just need the planar familiar or celestial familiar feat to do this:
    https://dndtools.net/feats/planar-handbook--79/planar-familiar--2172/
    https://dndtools.net/feats/book-of-exalted-deeds--52/celestial-familiar--299/

    You can cast Create Lantern Archon at level 5:
    https://dndtools.net/spells/champions-of-valor--28/create-lantern-archon--307/
    It only helps you out for an hour before being magically transported away, but that's enough time for it to make 600 Everburning Torches: https://www.d20srd.org/srd/equipment/goodsAndServices.htm#everburningTorch
    >>
    >>98850665
    >What are the most bonkers spell you've seen in D&D?
    Here's one I found today or so. There's a book called "Call of Cthulhu d20" which was published by WotC. It's a separate game technically, but most of the mechanics are the same as D&D and there's rules in the back of the book for using monsters and spells from it in D&D.

    There's a spell called "Create Time Gate", which creates a permanent portal to the past or future. Converted to D&D it's a level 9 sor/wiz spell and costs 10,000 xp. You take permanent strength drain as well. And activating the portal after that deals half that in strength damage.

    But it's not that much drain/damage. going back/forward 100 years only drains 1 point of strength. The strength drain increases by 1 point for every tenfold increase in the time traveled. 1000 years drains 2 points. 10,000 years drains 3 points and so on.

    They literally have a table for this and one of the entries tells you that making a portal to travel 10,000,000,000,000,000 years into the past or future will only drain 15 points of strength.
    There's also this tidbit:
    >The gate alters those passing through it physically so that they can survive in whatever environment they encounter on the other side.

    So yeah, one casting of restoration and you're fine after making a portal to 10 quadrillion years in the past/future.
    On a somewhat more sane scale, one can contrast that to "Teleport Through Time":
    >https://web.archive.org/web/20160123065452/http://archive.wizards.com/default.asp?x=dnd/pg/20030409b
    and the "Create Time Portal [Epic]" feat:
    https://web.archive.org/web/20151107022401/http://archive.wizards.com/default.asp?x=dnd/pg/20030416b
    These don't allow you to travel to the future (unless you already traveled back and are trying to travel forward) and explicitly tell you that time paradoxes are impossible.
    >>
    >>98871531
    >explicitly tell you that time paradoxes are impossible.
    Ok I got this part wrong, teleport through time just gives this note:

    >Special Note: The introduction of time travel into any campaign can be fraught with peril, so tread carefully. Players will wonder how much they can mess with the timeline, and you may run into instances of the grandfather paradox. Further, changes made very far back in time cannot really be worked out completely because of the chaotic aspect of events. Thus, it is simplest to use the rule that changes in time are minor and somehow time smooths them out. This argues for a determinism and predestination in the ways of your world, but you can say that once events have transpired, small perturbations are possible (this person lives rather than dies, but does not contribute to events in a meaningful way), but the large-scale events themselves somehow happen anyway. If the cause is changed, another cause comes along. In the case of someone killing their own grandfather, the PC might find that he is the same but has a different family when returning to the present. As long as you keep the knowledge of how to travel in time restricted, your campaign will not fall apart.
    >>
    >>98831449
    >That's when you use Silent Image. It no longer has LOS to cast. Make a wall inbetween the two of you that'll let you get close enough.
    These tactics seem like they trivialize a lot of level appropriate encounters.
    >>
    >>98874157
    For unintelligent monsters it's a killer. Not a whole lot of enemies in the game can be singlehandedly taken down by illusions to encroach than Entangling them through whatever means though, it usually just makes it easier to kill them rather than instantly making them Helpless. Oozes are pretty helpless against this too.
    >>
    >>98874183
    oozes are typically immune to illusions.
    >>
    >>98874593
    That was the entangling rather than the illusions. Their Dex is so bad they instantly become helpless.
    >>
    >>98831365
    >The Sylph and Spellweaver have spellcasting that scales off their HD, are there any other monsters that do this?

    It's interesting how it also scales of levels they take in spellcasting levels. They have sorcerer casting equal to HD +2 and normally have 10 racial HD. So if they take 5 levels in sorcerer class, they'll have 15 levels and cast as a 22nd level sorcerer.

    I was reading the Dragon Magazine article about them in Dragon 338 and this kinda detail shows up on some sample NPCs of them.
    >>
    >>98869758
    >#1 is covered entirely by the fact that candles of invocation cast Gate, which explicitly says immediate tasks(take less than 1 round/CL) don't need an agreement from a controlled creature and Gate does in fact control them if your CL is equal to their HD (if grouped) or 2x their HD (if a single creature),
    That doesn't say anything about how they'll act after that immediate task is done and they depart.

    >#2, unlike before, 3.X Wish has wishes that can't be turned against the user without DM fiat ignoring what the spell does. It's textbook designed to not give a shit about any of that.
    This is true, but it's not you casting the wish. It's the efreeti granting it for you.
    >>
    https://www.d20srd.org/srd/spells/gate.htm
    >A controlled creature can be commanded to perform a service for you. Such services fall into two categories: immediate tasks and contractual service. Fighting for you in a single battle or taking any other actions that can be accomplished within 1 round per caster level counts as an immediate task; you need not make any agreement or pay any reward for the creature’s help. The creature departs at the end of the spell.


    Something I realized today is that If you take it as written, Gate is kinda absurd, even without getting into wish loops. Unlike with Planar Binding and Planar Ally there's no text in the spell about suicidal, unreasonable, or impossible tasks being refused.
    So you can gate in some random demon and tell him to decapitate himself, and he'll be forced to commit suicide since it would take under 17 rounds. The same goes for the players too. They can be gated into some other plane and be forced to kill themself or fight a suicidal battle against a stronger foe.
    This does kinda depend on how you interpret the clause "or more involved form of service":
    >If you choose to exact a longer or more involved form of service from a called creature, you must offer some fair trade in return for that service.
    Well, it also depends on how you interpret unique being:
    >By naming a particular being or kind of being as you cast the spell, you cause the gate to open in the immediate vicinity of the desired creature and pull the subject through, willing or unwilling. Deities and unique beings are under no compulsion to come through the gate, although they may choose to do so of their own accord.
    It may have been intended to mean stuff like the Tarrasque or Demon Princes, who aren't gods yet are still very powerful and unique.
    >>
    >>98864965
    I've been using Claude Code to make something like Dwarf Fortress' Adventurer Mode, but 3.5e. I've been working on it for a week now, and I'm rather pleased with the results thus far.
    >Basic Engine is done and working.
    >All player-faced SRD content (that I want in) is done and working, except spells and spellcasting which I haven't touched yet.
    >Conditions, ability damage/drain, energy drain, and so on are all in and functional.
    >A system for player-made custom magic items with SRD properties is in and functional.
    >The entire system for supporting literally no caps in anything is done and working, a personal autism of mine (you want a +100 sword on a level 100 multi-class character? It mechanically supports it).
    When (and if) its done, I'll probably have a silly little rogue-like that scratches any solo 3.5e itch of mine that no game on the market (currently) can.
    The end-goal is introducing Immortals Handbook crap in it.
    >>
    >>98876869
    Oh hey, someone else working on a similar project. Ever since GPT 6 came out, I have actually been working on something akin to this for PF1e after seeing all the crazy stuff people are doing in the video game space. It's actually going pretty well, all things considered, I just have no idea what to do with it once everything is said and done, since what I've made is basically a calculator-styled plugin that the AI can only access on its end, and keeps all of the mechanical stuff written in the code so it doesn't have to google what Power Attack does every time a character declares they're going to use it.
    >>
    >>98878895
    Guess there's a couple of us working on that kind of project us.

    >>98876869
    Same.
    Although as the career software architect I am, I've been investing my time into creating a way over engineered base with simulation systems and such I can implement all kinds of RPG systems over.
    First will be 3.5e, then shadow of the demon lord.
    >>
    >>98862343

    Should this be added to the OP?
    a tool to help search for D&D 3.5 resources: https://imarvintpa.com/dndLive/index.php
    >>
    >>98881611
    I trust anything that links to a 2007 livejournal post
    >>
    >>98881611
    That site is great. I used it for monsters, spells, items, etc, even if it doesn't have the actual text for most stuff. It helped me get on the right track.
    >>
    It seems like with a wizard 4 / sorcerer 1 / ultimate magus X build has to lose 2 caster levels overall...seems like even with practiced spellcaster it gives out at 7th level when no matter what your sorc level is lower? I figure the point of the build is to mulch sorc spell slots for free metamagic.
    >>
    is there any spell that can permanently change the color of something?

    https://www.d20srd.org/srd/spells/prestidigitation.htm only lasts for an hour.
    >>
    >>98883743
    I am quite certain there isn't. Like the only thing I know that could definitely do it raw is Polymorph Any Object but that is overkill.
    Maybe Fabricate could do it too?
    >>
    The only thought I've had so far is maybe use https://www.d20srd.org/srd/spells/createFoodAndWater.htm to make something that can be turned into dyes.
    >>
    >>98883743
    I always forget that you can't cast permanency on prestidigitation
    >>
    >>98883743
    wish even if it's the biggest overkill ever.
    desu i would allow limited wish to do stuff like that if i was dming
    >>
    >>98887484
    >desu i would allow limited wish to do stuff like that if i was dming
    Limited wish should only allow you to change the color of something using a 4-bit palette
    >>
    Our game doesn't really follow WBL. It's more of a true sandbox in that sense, I guess, and due to all the time sensitive things we've been dealing with, we couldn't stop for a month to just make money.
    With that in mind, how does one protect itself from being dispelled all the time in such a scenario?
    Aside from "kill the Zern Arcanovore first thing" I guess.
    >>
    >>98888883
    Ring of counterspells with a (greater) dispel cast into it
    >>
    The VERY FIRST D&D adventure I ever played was a pre published 3rd somthing. We did somthing at a kobold temple, got scared at a black dragon that flew over us, and ran into some jungle dwarfs. Im assuming it was in chult, but i could be totally off. Could anyone help me figure out what it was? We only played it for 3 or 4 sessions before it stopped and I'd like to read through it to see what i missed.
    >>
    >>98889824
    that won't work against the zern arcanovore.
    >>
    >>98889824
    That easy huh?
    I like that it's not blanket immunity, but one counterspell.

    >>98896141
    While it'll not do anything for the aura, It will work against the Dispel Magic spam, at least.
    >>
    >>98896428
    >While it'll not do anything for the aura, It will work against the Dispel Magic spam, at least.
    wont help there either.


    https://www.d20srd.org/srd/specialAbilities.htm#spellLikeAbilities
    >A spell-like ability takes the same amount of time to complete as the spell that it mimics (usually 1 standard action) unless otherwise stated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled. In all other ways, a spell-like ability functions just like a spell:
    >>
    >>98896532
    >Spell-like abilities cannot be used to counterspell
    I knew that.

    >nor can they be counterspelled.
    Didn't know about that.
    Well shit.
    Now that you bring that up, I do remember reading something about how Divine Defiance was unique in that it let you Counterspell SLAs, IIRC.
    >>
    Can the Fabricate spell create multiple items?
    Like say a level 9 wizard with craft(gemcutting) wanted to use fabricate on raw uncut gems, would they be able to do it to all uncut gems within the 9 cubic feet of material the spell can target, or would they be limited to a single gem per casting?
    >>
    >>98896788
    Fabricate by RAW only lets you make one item, which is why most people cheese it by basically making "snap-away" items on frames as part of the casting of the spell, which is probably not that doable for gems unless your GM is REALLY permissive with the "bag of items" principle of multiple things counting as one thing so long as they're all in a pile.
    >>
    >>98896821
    makes sense and its the impression I got from the description, I just wasn't sure because of some ideas i've seen people put out like creating a wall of iron and turning it into a hundred suits of full plate armor, which obviously would never be allowed but it made me doubt if the default spell is even theoretically capable of that.
    >>
    File: Model Kits.jpg (157 KB, 1120x1157)
    157 KB JPG
    >>98896848
    Like I said, the way people are doing the "wall of iron into suits of armor" is by basically turning the wall into the equivalent of like, a Gundam building kit, with "breakaway points" so everything is technically one piece. Like I said, it's VERY cheesy, but when you have such an open-ended spell like Fabricate you're bound to have people trying unique or weird stuff with it.
    >>
    >>98896563
    nta but I also didn't know that. After all these years, wild stuff
    >>
    >>98897350
    I knew it but I always houseruled that away, especially to allow countering dispels funnily enough. High tier enemies frequently get dispel as SLA and it's really gay if there's almost no counterplay possible whatsoever.
    >>
    >>98899217
    If you're able to counterspell you can probably hit them with a line of effect block or a spell that'll spike the concentration DC to unpassable levels.
    >>
    >>98899709
    Probably is worse than certainly, there are also the cool spells that let you counterspell outside of your turn, finally martials have fewer options so if their wizard dad can't protect them they have to rely on stuff like >>98889824
    >>
    >>98896885
    That's pretty cool actually. It's the kind of Magic Industrial Complex that makes Eberron feel special.
    >>
    >>98896532
    >Spell-like abilities cannot be used to counterspell
    nta, but does that mean a monster with at will dispel magic cant use it to counterspell spells?
    >>
    >>98902226
    It means that they cannot use the general Counterspelling rule of negating a spell with another instance of the same or a specified "opposite" spell. Dispel Magic's version still works as normal.
    >>
    >>98862343
    I just give everybody 8 extra skill points at char gen and 2 extra points per level and it seems to go fine.
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