Jade Mantis

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Organized Play Member. 200 posts (276 including aliases). No reviews. No lists. No wishlists. 3 Organized Play characters. 4 aliases.



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2 people marked this as FAQ candidate.

Which spell takes precedence: an empowered False Life CL 10 with 2 temp hp left cast 1st, a False Life CL 9 with 10 temp hp cast second, or a False Life heightened to a 3rd level spell with 10 temp hp which was cast last? Why? And what happens when

Let's say a player has a 9th level wizard who wakes up and casts False Life using a lesser rod of empower and a borrowed orange prism ioun stone which increases his caster level to 10. He rolls awesome and ends up with 30 temporary hit points. In his very first combat his party is getting trashed and he gets hit a few times for 28 hit points of damage and 4 points of constitution damage leaving him just 2 temporary hit points. In a moment of respite with no threats visible to him he casts another False Life and rolls a 1 which should provide him with 10 temp hit points. Still in initiative, his paranoia gets the better of him and he casts a False Life he heightened to a 4th level spell (I have no clue why) and rolls a 2, which should provide him with 11 temp hit points. Since these all grant the same effect with different strengths... how many temporary hit points should our scared out of his mind wizard have? What happens when each spell, which is not dismissable, discharges?

The relevant RAW are as follows:

PRD wrote:

Same Effect More than Once in Different Strengths: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies.

Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.

This can also be found online here.

In this passage, when referring to different strengths, what is being referred to? Spell level, caster level, or strength of the result?

In the following round our wizard is hit with three arrows doing 5 damage each, then a dispel magic with a 20 total (dispelling one of his CL 9 spells if one is still present), then three more arrows doing an average of 5 damage each. What exactly happens?

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1 person marked this as FAQ candidate.

Question: What is the point of having "Same Effect with Differing Results: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts." clause in the game?

Per the errata found here and the FAQ found here, Evil Eye and Bestow Curse both stack with themselves which directly contradicts the rule found above or here.

I think this is setting a precedent for tons of other spells (off the top of my head like Blindness/Deafness, Confusion, Elemental Aura, Fire Shield, Protection from Energy, Resist Energy, etc) to follow.

I would think most players would be terrified of multiple castings of Confusion stacking; the affected players rolling multiple times and babbling incoherently when the results do not match each other. Two castings would drop a 25% chance to act normally to to 5%, three castings 1.25% chance. Why wouldn't villians stack Confusion while forcing saves on the heroes that made the first one?

Isn't this rules text the reason some spells were combined while others were broken up (like the Detect Evil or Protection from Chaos spells)?

What's the point or of having having the above rules text in the game if the precedent allows the rule to be pretty much ignored?

Really, what spells does the above rules text affect if not spells like these?

Dark Archive

In the home campaign I DM, I recently converted my home campaign from D&D 3.5 to Pathfinder.

I had a villian cast repulsion to keep the PC's 35ft away from him while he tried to bribe them. They all failed their saves (except the wizard who was out of spells). The barbarian came up with the idea of bullrushing an the halfling rogue (who doesn't resist) into the repulsion field. Does this work? If it doesn't, what happens?

After that, the wizard came up with the idea of having the barbarian drink a potion of fly, pick up a couple of PCs, flying above the repulsion, then dropping the PCs. Does this work? If it doesn't, what happens?