
office_ninja |

Since Kuyss have decent SR, it seems pretty easy to lower with assay spell resitance spell from spell compedium. Does access to spell compedium make end of adventure path too easy??
-Gildur
Hrm... if I recall he's SR 40. That means that a 21st level caster needs a 19 to overcome it. With assay spell resistance, that lowers it to a 9, which is still not trivial. Assuming they don't have tons of feats/items/cookies to overcome SR, that's a 60-40 chance, which I think is fine.

Rakshaka |

My party, which consists of pretty much all divine casters, has been using the Spell Compendium from the begining, and it is because of this book that they have made it this far. Besides Assay SR, the real game-breaking spell is Revivify. I'd say if you're letting them use any other sources besides PHBm go for it. I don't consider any single spell in the SC to be more powerful of broken than the ones in the PHB (Heal, Mind Blank, DeathWard, Freedom of Movement, etc..)

I’ve Got Reach |

I have a player that uses a few spells in combo that essentially equates to a free reserection thanks to SC and miniature handbook.
Theres a spell (forgive me, but I forgot the name) that essentially raises a character for 15 minutes. The character then falls dead, and within the round he casts Revivify.
Clearly this combo is broken (or we are mis-interpreting one of the myriad of rules), but I just shrug my shoulders and count the days till I'm done running the campaign.

Andrew Garrett |

Theres a spell (forgive me, but I forgot the name) that essentially raises a character for 15 minutes. The character then falls dead, and within the round he casts Revivify.
Depending on how active a hand you want to take as a DM, this is not a hard one to deal with. Raising the dead, at least, bringing them back to full life, is the domain of the gods. I'll often have the spell simply not work (and still use up the material component.) Unless the character's god has a reason to want the person alive again, they're just not going to bother. Characters who are not devout don't even have a chance - spell wording to the contrary.
I've been consistent on this (and my players also don't face a parade of villains coming back from the dead...) and my players accept it. They've gotten into the habit of casting a Commune, or at the very least a divination, before going in for the resurrection options.
Drew Garrett

Russell Jones |

My players have found Revenance and Revivify to be extremely helpful in this campaign (our druid would have died about 5 times now if it weren't for Revivify). They really started to sweat when they reached Dragotha's lair in my Eberron game; since it was a manifest zone for Dolurrh, there was a percentile chance the resurrection would go haywire. Either the player comes back possessed, brings several ghosts with him, or a different soul fills the raised character's body. I recommend adding this to any game where Raising becomes commonplace... it makes the players think twice about going for the quick rez. Make it a unique, localized ocurrence of some sort, and don't abuse it.