As I mentioned before, a full 5e conversion of the 3.5 spell compendium was the first project I decided to take on. In hindsight it happened to be a pretty big one as well- over 600 spells total, published over the course of 2022 across 14 volumes. But now it is finished and available for anyone who wants a truly ridiculous number of extra spells to choose from: Spells of Antiquity. Now, it is worth noting before I continue that each of the 14 titles is individually available as PWYW (pay what you want), which means that they’re all freely available to anyone who wants them.
Now, for those familiar with the original Spell Compendium, you might have noticed that it advertises over 1000 spells and be wondering where those 400 or so got to. That’s a fair question, and there’s a few reasons behind that:
Spell Scaling. In 5e, your Cure Wounds spell has that bit at the end: “At Higher Levels”, with an extra 1d8 of healing for each spell slot level beyond the first. In third edition, you had Cure Light Wounds at 1st level spells, Cure Moderate Wounds at 2nd level spells, Cure Serious Wounds at 3rd level spells, etc. Rather than spells being able to be cast at higher levels for greater effects, you ended up with a slew of spells that had virtually identical effects with the numbers scaled up slightly.
Redundancy. Third edition had some fairly chaotic energy, where it felt like new books were being rapid fired out there, with each new one not seeming to be aware of the others already out there. As such, there ended up a whole lot of spells that were extremely close to being identical. I figured there were only so many different ways “you grow some natural weapons” should be added in before things just start getting silly.
Alignment. In third edition, alignment was treated as much more than just one aspect of your character’s personality. Alignment was a more tangible force, which spells and abilities would regularly reference, to the extent that some classes were not allowed to be anything other than certain alignments (Paladins were exclusively allowed to be lawful good). A lot of those spells just didn't seem to fit, so for now at least I left them out.
Ability Damage. Once upon a time, reducing ability scores was considerably more commonplace than it is now. It was, simply put, a pain in the ass. This was especially true when you had an ability score reduced enough to change your modifiers, which might change everything from skills to attack rolls to spell save DCs temporarily. In general, 5e has steered mostly away from these, with several exceptions. In general, I tried to keep spells true to their flavor, even when their exact mechanics didn’t translate as well.
Conditions. This one is similar to spell scaling in some regards. In third edition, there were around 38 different conditions, compared to the 15 in 5e. Some of these seemed to be a continuum based on one condition. For example, where 5e has the frightened condition, third edition had shaken, frightened and panicked all as separate conditions with similar effects that got progressively more severe. As is the theme so far, a lot of that ended up getting scaled back and as such a handful of spells just ended up without a real place in the world.
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