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My Loremaster once used Disintegrate on NPC Fighter foe, he failed the save ... then our Rogue used a Rod of Wonder and rolled in the 16-20 category.
Gust of Wind at windstorm force
We all about died laughing at the result.
My vote is for something odd like Repulsion or Telekinesis (for the Pin)
Embarrassment, not death, is my first choice with a normally intelligent player making an idiotic move as a character.
And Banishment is on the table as the the characters are extraplanar targets while on the demiplane.
For wizards using the Core rules, traveling between the planes seems to be pretty easy. Once you hit 9th level, you can basically come and go. That ease of access for traveling wizards seems like it will be the defining feature of this sort of game, and I'm not sure I'm happy with that fact, especially considering how easily they can take people with them.
Totally different direction but why does it bother you (and apparently others as well)? So what if a caster/wizard/adventurer can travel rapidly between point A and point B? Seems like complaining that I could use a private jet to travel between Charleston SC and New York NY rather than a car, train, bus or jet ski.
If it really does put a crimp in your fun the easiest and probably least disruptive solution is make the Fork cost more than 1gp followed by requiring the caster needing to learn what Fork goes to where. It doesn't even have to be all forks. Maybe some of them are common and cheap (and found inside component pouches) while others are made of platinum and iridium alloys and not so common or cheap (and hence not found inside component pouches) It's your game and RAW says you get to call the shots including deciding what exactly RAW is for your game.
Chess Pwn wrote:
find the path spell handles finding any location
And advice on how to handle Find the Path are numerous within these threads starting with read the spell and recognize its limitations as well (duration, prominence, direct physical but not necessarily safest path etc.).
Point being it isn't just cast Plane Shift and "yeah we're here at Ak'Bar's citadel!" particularly the first time the caster heads that way and especially at the levels when a caster can first start using Plane Shift unless that's what the GM wants to have happen. How many castings of Find the Path do you think might be involved in a 300 mile overland trek (i.e. a 9 maybe 10+ days long trip)? What if the Path (i.e. direction) changes each time the caster uses the spell ... some of the Outer Planes can be highly morphic for instance. "I'm sorry my companions but the last 3 days we seem? to have somehow been heading the wrong way despite the spell ... errrm let me consult my lorebooks"
The answer is "knowledge". He might have a gazillion tuning forks in his 'endless' spell component pouch but the caster in question has to KNOW which of those gazillion forks is the one they need to get to the specific plane they wish to go. That knowledge is where, as GM, I'd create part of the challenge of getting from A to B.
Plane Shift is also (as Entryhazard points out, ninja'd!) quite inaccurate bringing you to within 5 to 500 miles from where you 'aim' to be. The first visit is not going to be anywhere near resembling routine.
So where to mighty caster?
Maybe casts Teleport ... to a place he probably can consider, if he's lucky, as viewed once. A picture perhaps is some Tome about the Elemental Plane of Fire/City of Brass. Might be impossible depending on how an individual GM rules travel by Teleportation.
Otherwise they (the caster and his companions) need to figure out which way to head for the next 5 to 500 miles in order to actually get to the Grand Efreet's Al'Akbar's Tower within the City of Brass. On the Elemental Plane of Fire that quite likely involves more than just deciding x and y (north south east west) consider the party may have to contend with up and down (z) as well as the cardinal directions.
So yes after a trip or two (or twenty depending on 'stuff') the caster may be able to travel there as conveniently as you and I go to the corner grocer ... but no need to make the first trip as easy as 1,2,3.
Says the rope can't be hidden, but what about Disguise? Paint it, stick some leaves on it, and it's a small tree trunk.
I think most GM's who would have a problem with the hidden part would consider disguise or camouflage to be the method of making it hidden and hence still have issue with it ... but its also starting to look like most folks do not have an issue with camouflage, disguise, concealment or cover, etc. being used to mask (i.e. hide) the ropes presence. But this is the internet and a forum I'm almost sure there are some out there who might disagree with this as well.
Yep while the level and overall intent of the spell means most of the questions arising from the text are fairly straight forward and easily dealt with all sorts of silliness arises or other questions are left unanswered in a strictly RAW sense.
"Sorry Mr Wizard your Obscuring Mist fizzles when you try to use it to protect yourself from those archers. One of your foes cast Rope Trick last round in the area you want to use Obscuring Mist and that would 'hide' the Rope Trick". Silly, stupid and I'm more than fairly sure not as intended but strictly speaking a RAW interpretation.
Is an already invisible rope not a legal target of Rope Trick?
I believe RD hit it on the head that the hidden part refers more that characters/creature inside the extradimensional space can't retroactively use any spells across the window/planar boundary to hide the rope even though one interpretation of the text strongly implies at least one end of the rope is within the space and being in the center of that window is therefore completely visible to any creatures looking out.
While as stated BigDTBone is correct as far as no sound, thermal and other aspects of a fire beyond the visual (and movement while concentrating) can be used by Silent Image it is the visually concealing smoke of the Image that is the crux of the hidden question and I believe we are in agreement that hiding the rope via illusory smoke is doable. Obviously a more powerful illusion may delay or make more difficult interaction and resulting saves allowed when dealing with the illusion. And like any illusion GM interpretation can highly influence how useful illusions overall are within the campaign.
And in addition to the replies above (with which I total agree) don't forget to make him use the appropriate actions when and or if he changes out what equipment he currently has in hand ... time i.e. action economy and cost is where you have the leeway within the rules to introduce some sort of 'realistic' cost to what is occurring.
For example, slow the whole party down to his presumable slower speed ... or they leave him behind.
While normally most GM's wouldn't worry about it you can ask about how he has it strapped on. Is the Tower Shield over or under his backpack, or quiver/crossbow etc. "Sorry you need to remove you Tower Shield to access your backpack to get at 'whatever'" and then apply those actions to the whole procedure. He'll hopefully get the hint and or rapidly spend the wealth to acquire the Haversack etc. to deal with the load. You merely need to decide how much of that is needed for you to feel the image isn't ridiculous in your head while at the same time continues to make the game fun for all involved.
Even RAI is a bit vague ... its wording has been changed from the older 3.5 wording (which specifically allows the rope to be pulled into the extradimensional space (at the cost of using one creatures space within) leaving us to decide why and how that changes the intent behind the word changes. RAW the wording is even worse when taken to some of the extremes you've pointed out (such as casting it within a room and therefore is 'hidden' from anyone outside the room). Somewhat akin to using Sequester a 7th level spell on the rope.
Personally I'd say the PC(s) have come up with a excellent way to use Silent Image and 'hide' the rope. Perhaps the Will O Wisps see through the illusion (make the save) or one of the creatures they lure into/thru the camp will or even just plain spot (Perception) the rope even though it is hidden by the illusion even if that means that by RAW I'm using my Rule 0 GM power on the text of Rope Trick.
*Bah* I read that slightly wrong you don't need to describe the targets only those who can read it without triggering and you ought to be able to describe yourself or the party well enough to satisfy a GM regardless of how detailed they need it to be.
So the big differences will be in duration (both before and after triggering) and the obvious use of SSS vs IS
Illusory Script might be doable. The main issue I see with Illusory Script is this portion of the text:
Text says wrote:
Only the person (or people) designated by you at the time of the casting can read the writing; it's unintelligible to any other character.
Expect some variance in how limited it might become by how specific the GM rules you need to be on the person or people you can designate >> Any official impeding your path vs any Guardsman vs one of the guards working with Sgt Donavan on the 3rd shift of the watch in such and such town. In that respect Sepia Snake Sigil is more "generic", (anyone seeing the protected text), more versatile and potential duration after triggering is days vs 30 minutes or so.
In short both might do the job depending on exactly what you need to have happen. Illusory Script is also relatively subtle, a guardsman reads it and tells all the other guards you check out (and lets you pass) vs a sudden flash and an obvious amber field surrounds the guard hence alerting the other quards etc. etc..
I once (as the GM) created an intelligent sword which had 8 levels of Sorceror and also had Eschew, Silent and Still as feats to help explain how it managed to use its spells ... but I never really, since it was in possession of a friendly NPC, explained to the players/PCs (heck I barely figured out for myself) exactly how it managed to gain those 8 levels.
I would say no a creature with 60ft Tremorsense could not detect another creature 80ft away through solid material even if said creature is only 30ft away through the air.
That said unless it is a PF Society play I think the important factor would be to be consistent with however one ruled in this situation. And hopefully PFS would be also internally consistent with its ruling(s)
As for identifying a creature via Tremorsense I think yes it should be possible if the character wishes to attempt such. And while none exist that I am aware of I think a creature with "Tremorsight" vs Tremorsense would also do a better job of it. Shadowlord's example of Toph for instance might be better said to have Tremorsight if one wanted to make the differentiation for their home campaign. But that is definitely heading off into homebrew realms.
While rweston's answer may seem a bit overly strict I believe it is a solid RAW response. Commune is the spell (at 5th level) more along the line of questioning the Arcanist is engaging in, not the spell Divination.
He is beyond Golarion/pathfinder true deity level power
If this is the case why bother 'making' him at all? Just have him do whatever you need him to do at any given moment(s) to fit the story. It's not as if he isn't capable of it from what I'm reading. If not and he still fits the bill of the above quote then you are already well beyond anything the rules, the game and the campaign themselves truly deal with and are pretty much on your own.
And, of course, the characters in a novel, comic, movie or other narrative are totally under the writers control, they always react and do exactly what the author(s) intend and need them to do. Players and their characters don't have that constraint upon them to follow and do exactly as desired by the GM to make the story progress as the GM may desire. The Spectre is as powerful (or weak) as the writers need him to be to tell whatever story they have in mind. Even though M&M rules are more designed to convey the power of someone like Spectre even those rules place limits on what can and cannot be done ... so even there a GM may have no other choice than to 'break' the constraints of the rules for his story regardless if they are D&D rules, d20 rules, M&M or any other system.
So let Spectre do what he needs to do for your story and worry about rules when or if needed as ultimately that's why the rules exist in the first place to help and aid in telling your and your player characters story.
No I would not let them, while it is not listed as an 'Action or No Action' etc., it is called a 'single melee attack' and RAI I would say it is a very specific sort of Action (separately named and with its own rules) you get to take outside of your normal turn, where/when most of your Actions occur.
If I follow you
*oops* GM blew that one in my opinion (based on what is stated), I'd be upset too.
The cleric did not face the challenge alone. He had significant help from several sources including his fellow players, who detected the reason for going down, scouted the well out prior to his arrival, helped lower (and maintain) his position over the skeleton and helped get him back up out of the well with the new found group?!? treasure.
Time for the players and GM to have a serious talk about expectations and how things will go in the future ... or it is only going to become a toxic gaming environment.
I let you know just as soon as the stream of stuff falling out comes to an end ...
And again a bit off in house rules territory but 'bonus points' for a group which arranges or notes something particular about the campsite >> a particular tree or rock formation, how they arrange the tents or lay out the rocks for the fire pit, or perhaps the wizard places a his Arcane Mark on something prominent in/around the campsite (i.e. something the wizard can visualize while casting that makes it relatively unique and different from other (possible random) campsites or locations.
Tactics will change and adjust for what is common on the battlefield. For every offense there is a defense (with the exception of each time something truly new enters the battlefield giving one side an edge for a time). Invaders might have more mobile cover available or tend to use more trenches, tunnels and other earthworks. Troop formations (shield or shield formations, or Battering Rams and Siege towers won't be the only things with 'walled protections' etc.) will adapt to protect from things like fireballs. For every Fireball wand there can be a Dispel Wand, for every Protection from Normal Missiles there can be a Magic Weapon it'll go round and round in an endless hypothetical scenarios but whatever happens one thing you can be sure of is tactics will adjust over time to deal with whatever is 'normal' for that world.
Like the above posters I've never bothered with tracking unless something about the campaign made it particularly worth the effort, such as being very early on when wealth is an issue, remote or especially hostile to equipment (though often even there once the PC's indicate how they are dealing with the issue makes that moot). Only magical or unusual arrows were tracked.
Enchant the sling you'll be using to help deal with range penalties. But yes Alchemist Fire is basically the flammable part of a Molotov. And as others have suggested various craft skills to create the aerodynamic 'missile' intended portion.
Edit: And if both enchanting and craft skills are out the window make sure you are correctly employing the rules ... I'm assuming some of the "couldn't hit the wall issue" was exaggeration due to annoyance over the problem. If not then rereading those rules should help, again assuming it wasn't a streak of auto missing 1's getting rolled (which no amount of crafting, enchanting or other fixes is going to take care of).
Even experienced GMs frequently make a mess of their games when designing/allowing custom magic items, so I suggest GMing a couple of practice games/adventures using the standard rules first. Then tweak/modify/re-write whatever you feel like.
I totally agree with the above posters. Custom magic items are a great way to add to a campaign. The magic item creation rules however are also among the most rife for making a mistep for even an experienced GM.
I would use Still spells as often as possible and choose my spells knowing I planned on using Still as often as I could.
All spells provoke unless cast defensively and/or Quickened as mentioned above.
Verbal spells require one to use a "strong speaking voice". Being silenced (as the spell) gagged, jaw wired/glued shut, paralyzed or similar prevent the successful casting of a spell unless employing Silent metamagic.
Somatic component requires you have one hand free to gesture properly. Use of Still metamagic bypasses this component. Wearing armor interferes with those gestures and incurs Arcane Spell failure chance based on the type and material of the armor/shield.
Material components are substances used up in the act of casting a spell. The use of minor material components can be avoided by using the Eschew Materials feat. Minor material components are those costing 1 gp or less. More expensive material components can not be replaced by using Eschew materials. A caster is assumed to have minor material components as long as they possess/carry a spell component pouch(es).
Focus or Divine Focus is similar to material component only the focus is not consumed in the casting of the spell and there is no feat that I am currently aware of to negate the need for any F/DF requirement when casting.
Obviously individual traits or class features can alter the above but that's the core rules to my knowledge.
Worth noting that spontaneous casters such as an Oracle can make the decision at the time of casting whether or not to apply any metamagic to their spell (and what slot is used as a result), one reason I strongly recommend strongly considering the needed components when choosing your known spells.
If it's not a PFS campaign ask your GM about adding it to the Druid spell list.
I'm guessing it is very unlikely to get added to the Druid list by Paizo as an official change ... though I too wonder why it wasn't included *shrug*
Well, technically, yes, it moves, otherwise it wouldn't be a gust of wind.
LOL, yes but we are not speaking of the what goes on within the area of effect but the area of effect itself :p
And IMO they utterly botched it when they made all emanations 'bursts'. Emanation is more properly a state of duration not area (i.e. 'the effect continues') and Emanations themselves should be divided into Spread and Burst areas even if all the known current spells at that time happened to be burst emanations, ... sigh ...
You need a valid Line of Effect and or Line of Sight to any target beyond the range of touch.
I personally would rule that a target within view doesn't literally need to be seen per se but does need to be sensed and their position pin pointed somehow, for example, Tremorsense. And LoE and LoS issues still need to be dealt with as appropriate for whatever hypothetical spell we are discussing.
The point of origin will stay fixed. What happens to you or what you do after you cast the spell is not relevant to the spells area of effect unless specific text says so. You might very well get Disintegrated or Plane Shifted by your foe prior to the duration ending.
I think Orfamay Quest hit it out of the park, scored a hat trick and dropped a hole in one all at the same time with the response above. My mind was too focused on "Wind" spells and sort of forgot about the "Weather" side of things. If the Weather domain doesn't consist of just weather spells I don't know what would.
Lastly the long term solution my Loremaster would have probably adopted if finding himself up against Fickle Winds with any frequency would have been to Craft a Staff with an appropriate spell or two on it for nullifying Fickle Winds.
Rogar Stonebow wrote:
What higher level wind or weather effect would you use?
Depends on the situation. If I was routinely encountering the situation I'd probably need to research a new or variant spell as a relatively quick glance shows few Sor/Wiz spells of those sort that aren't already higher level (negating the need for Heighten) or simply aren't Sor/Wiz spells. One could simply Heighten Gust of Wind. Yes your Archer companion would take a -4 to hit but at least he could use a Full Attack for the next round on the offender. Similarly I might use a Heightened Cloak of Winds. This spell is intended for use on yourself and allies but nothing prohibits you from targeting a foe either they are just likely to take advantage of the saving throw option ... which is a Fort save. I'd probably have whatever choice I came up with on a scroll since it isn't likely something I'd have memorized routinely (in Heightened form anyway) regardless of which spell I was using to deal with Fickle Winds (unless my GM really liked to use Fickle Winds, a lot). That would be one advantage of being a spontaneous caster in this situation. If it was a critical situation and/or perhaps the first time encountering the situation I might resort to using Limited Wish rather than Heightening something. Otherwise Heighten Control Winds or Control Weather could both be used by the appropriate caster.
Ninja'd big time (yeah for slow typing)
Mostly Heighten Spell is going to get used for one of the following:
spell text wrote:
Light spells counter and dispel darkness spells of an equal or lower level.
So, for example, if I had an archer companion getting routinely (or in a critical situation) shut down by Fickle Winds you can bet I would be using the last line in Fickle Winds to deal with the issue in some manner while on my Loremaster:
text of Fickle Winds wrote:
This spell has no effect within the area of a higher-level wind or weather spell.
For just a second I thought you were going to confess the Fairie Dragon was engaging in his first prank with his new master.
99. "Are you sure you want to put the Artifact inside an extradimensional space?" or "Sorry one sec, need to review the rules on extradimensional spaces placed within each other."
100. While in the store you notice a nearly empty space next to the 10ft poles, there are only a couple 12 ft poles left.
101. Which weapon were you using to hit the Golem? Roll some dice, "noted, thanks".
Don't know that I currently consider any spell too powerful. Some are more easily abused, while others have issues that make them problematic. Simulacrum, Blood Money and Spellbane are all spells that would make my 'watch list'.
Many of the other spells I see listed fall into another category for me. They are inappropriate/too potent in one way or another for a specific campaign setting. Endure Elements and Create Water being a couple prime examples for the Dark Sun campaign setting while Teleport, Greater Teleport, many Summoning Spells, Greater Magic Weapon and others don't belong or shouldn't work in the Midnight campaign setting.
And Earthglide does not make them any less noisy, by RAW that is what Stealth is for and Earthglide has no text indicating that it provides a bonus to stealth. All Earthglide does is allow them to as easily move through "stone, dirt, or almost any other sort of earth except metal as easily as a fish swims through water". They are still burrowing and using their burrow speed while earthgliding.
That said it's definitely an area a GM could quite reasonably allow the earth elemental to gain a significant advantage via earthglide and tremorsense in, if not automatically surprising, gaining a very substantial bonus to any stealth vs the party's perception until it breaks to the surface provided it used some appropriate tactics. Just bear in mind that its burrow speed is quite possibly slower than the party, tremorsense won't help detect or track anyone flying or otherwise not in contact with the ground and until you get to the older and larger elementals they aren't exactly the brightest bunch. The elemental might very well surprise part of the group only to in turn be surprised by the the fact one party member is using Overland Flight while another pair is on a Flying Carpet etc. etc.
... because my vampiric lifedrinking sword has an unbelievable hissy fit anytime I try to use any other weapon ("Hungry soooo hungry!").
... never mind I am an archer who can cast Fly, Dimension Door and Teleport among other things (like a base speed of 50).
... I am the party wizard ... but no I do in fact carry several ranged weapons I've almost never used because well I am a wizard.
... because I am a master of stealth and can't recall the last time I didn't choose the battlefield.
... because I am an insane (literally) frenzied bezerker and the thought of not getting up close and personal hasn't occurred to me yet (and/or the barrier or foe I couldn't get up close and personal with hasn't yet happened to make me consider the lack.
... because I am a Mystic Theurge and the one thing I have no shortage of is spells.
Full disclosure - I think only the Frenzied Beserker actually doesn't have a ranged weapon in his possession. But he'd happily acquire something to hurl if the situation did arise.
Yes, Dismissal used on a creature within the Forbiddance area will work normally. Forbiddance only prevents movement into or within the protected area. It does not prevent anyone or anything from using magic to leave the area by any means much less involuntarily via Dismissal. Bolding mine.
First paragraph of Forbiddance text wrote:
Forbiddance seals an area against all planar travel into or within it. This includes all teleportation spells (such as dimension door and teleport), plane shifting, astral travel, ethereal travel, and all summoning spells. Such effects simply fail automatically.
Purple Dragon Knight wrote:
I think one could harvest about 150gp worth of adamantine before the adamantine saw fails. :)
When does normal wear and tear become subject to Mending (for an infinitely useful saw)
1) Yes, assuming you are flying overhead in such a manner as to draw the line through opposite sides of the space/cube.
The real question for me is why is the party, which has a Cleric capable of casting Destruction, having trouble with an invisible foe. Have they burned through all their various means of dealing with invisibility? Is there a rule misinterpretation going on? Other? Lannister appears to understand correctly how targeting works. The Bogeyman's invisibility is not natural invisibility, greater invisibility or constant (unless it's been modified by a creative GM). It's a SLA useable at will. One readied action then target and use Destruction (or any and all other attacks on the Bogeyman) on the now visible Bogeyman (who will remain visible until he gets to his next initiative and uses a standard action to use his SLA Invisibility to again become invisible. At will just means they have no limit on how often they can use the ability (other than however many rounds exist in a 24 hour period of time).
Sounds as if the party is either poorly prepared to deal with an invisible threat (which by 13th level or so should not be happening), has stuck around without withdrawing to rest and recoup far too long (i.e. overextended themselves) or is otherwise caught in a very messy and unusual tactical situation (involving terrain, Spring Attack, readied actions, etc., and/or some very coordinated attacks by their foes).
One might use an Efficient Quiver for storing wands.
Aura moderate conjuration; CL 9th
Slot none; Price 1,800 gp; Weight 2 lbs.
This appears to be a typical arrow container capable of holding about 20 arrows. It has three distinct portions, each with a nondimensional space allowing it to store far more than would normally be possible. The first and smallest one can contain up to 60 objects of the same general size and shape as an arrow. The second slightly longer compartment holds up to 18 objects of the same general size and shape as a javelin. The third and longest portion of the case contains as many as 6 objects of the same general size and shape as a bow (spears, staves, or the like). Once the owner has filled it, the quiver can quickly produce any item she wishes that is within the quiver, as if from a regular quiver or scabbard. The efficient quiver weighs the same no matter what's placed inside it.
Requirements Craft Wondrous Item, secret chest; Cost 900 gp
I'd say trust those instincts that told you it was 'slightly abusive'. Much easier to decide down the road that one is being too restrictive and loosen up a ruling than to do the reverse, at least for most folks, especially if you are the player on the receiving end of a ruling.