That works...but it wasn't made for that (Spells)


Pathfinder First Edition General Discussion

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Darksol the Painbringer wrote:
Loren Pechtel wrote:
Mathmuse wrote:
I recently had a rules question about Mirror Image and the more I looked at the figment rules in the Magic chapter, the less sense that ruling made. Wouldn't seeing all those magic missiles dart toward a single body give evidence that the other bodies were only figments and allow a Will save to disbelieve?
The missiles go for the real target which reveals which one is real for now. The images move around, you lose track.
Even if that makes sense, it doesn't stop someone who, for example, readied an attack against the entity hit by magic missiles from automatically bypassing the mirror images in the first place.

Why can't you look at their feet and see which one leaves footprints/throws up dust/creates ripples in water?

Apparently, the Mirror Image include and mimic parts of their surroundings so all look real. Someone up-thread said that they describe it as the Magic Missile splitting up and hitting all figments, because Mirror Image copies them, too.


Mathmuse wrote:
Matthew Downie wrote:

People in older editions used to say things like, "I throw a handful of gravel at the mirror images, destroying them all." And the GM said yes, or no, depending on his mood.

I prefer it when the rules are clear.

The Pathfinder rules can handle that clearly. The handful of gravel would be an improvised weapon with the scatter weapon quality.. That would be a -4 to hit for improvised and another -2 to hit for scatter. And the scatter weapon quality says that it is not affected by concealment from blur, invisibility, or mirror image spells, so the gravel would miss the figments just as if they were not visible but deal full damage (1d1+Str bonus, I guess) on a hit to the caster.

The pathfinder rules handle that clearly.

The handful of gravel does not target separate, individuals. It is more akin to an area affect weapon.

Ie., throw a handful of gravel. Its one roll to hit, so at most one imge might be affected.

Probably, I'd rule it was akin to a melee touch attack - easy to hit something. But if the player tried to insist it was an area affect weapon hitting everything in the square - then mirror image is immune...


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Every time I see "throw a handful of gravel," I think of Mythic Feather Fall.


Darksol the Painbringer wrote:
Loren Pechtel wrote:
Mathmuse wrote:
I recently had a rules question about Mirror Image and the more I looked at the figment rules in the Magic chapter, the less sense that ruling made. Wouldn't seeing all those magic missiles dart toward a single body give evidence that the other bodies were only figments and allow a Will save to disbelieve?
The missiles go for the real target which reveals which one is real for now. The images move around, you lose track.
Even if that makes sense, it doesn't stop someone who, for example, readied an attack against the entity hit by magic missiles from automatically bypassing the mirror images in the first place.

I am interested in this discussion, but don't want it to clutter this thread. Therefore, I made a new thread, Envisioning Mirror Image, where I hope this discussion will continue.


Want to destroy a castle?

The Imbue with Flight spell lets you. Cast it multiple times on boulders of up to 500 lbs/caster level, fly them over the target at an altitude beyond the range of dispel and dismiss the spell. How much damage does a 3500+ lb rock falling 3000 or so feet do?


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Grailknight wrote:

Want to destroy a castle?

The Imbue with Flight spell lets you. Cast it multiple times on boulders of up to 500 lbs/caster level, fly them over the target at an altitude beyond the range of dispel and dismiss the spell. How much damage does a 3500+ lb rock falling 3000 or so feet do?

20d6 as it happens. Colossal object falling (10d6 base) falling over 150ft (double). The castle is probably going to survive without much worse for wear.


Grailknight wrote:

Want to destroy a castle?

The Imbue with Flight spell lets you. Cast it multiple times on boulders of up to 500 lbs/caster level, fly them over the target at an altitude beyond the range of dispel and dismiss the spell. How much damage does a 3500+ lb rock falling 3000 or so feet do?

Actually... Not that much :(

Table: Damage from Falling Objects caps out at 20d6, so each rock would be dealing an average of 70 damage...
Hewn Stone has 540hp per section. You are going to need a LOOOOOT of stones to do significant damage >_>
You might be able to flatten a house tho!

Edit: Ninja'd by 2 minutes!!!


I think you killed the leaders. I think the roofs are not as tough as the walls. In any case, if you took out all the archers and other wall guards, you can put up the ladders and invade the castle.


That's kind of a limitation in what the rules can handle. If a giant dinosaur-killer asteroid from outer space falls on a castle, it ought to do more than 70 damage.


Matthew Downie wrote:
That's kind of a limitation in what the rules can handle. If a giant dinosaur-killer asteroid from outer space falls on a castle, it ought to do more than 70 damage.

*crosses fingers for "Airborne Adventures," to expand on the falling, flight, and similar rules*


Tarik Blackhands wrote:
Grailknight wrote:

Want to destroy a castle?

The Imbue with Flight spell lets you. Cast it multiple times on boulders of up to 500 lbs/caster level, fly them over the target at an altitude beyond the range of dispel and dismiss the spell. How much damage does a 3500+ lb rock falling 3000 or so feet do?

20d6 as it happens. Colossal object falling (10d6 base) falling over 150ft (double). The castle is probably going to survive without much worse for wear.

Actually it would only deal 4d6 damage, rock is quite heavy you see, so even if 3500+ lb meant 4320 lb. then that would still only be a boulder 3 ft on each size, meaning that it would be small sized not colossal.

And that weight doesn't even help for arguing that the damage should be increased as an inverse of the rule for lowering damage for light falling things, because rocks are explicitly the baseline.

Falling object damage was severely nerfed in pathfinder (probably because it used to be an ridiculously easy way for a 3rd level wizard to beat down the Tarrasque*, shrink item a flying familiar and a readied action was really all it took.)

*or other high level monsters, but it was usually the Tarrasque


Wayang 24? wrote:
BigNorseWolf wrote:

Reduce person on a halfling or ratfolk to use dex to climb and swim.

"I can't get up the rope

bzzzzzt

"Going up the wall!

and don't forget the Wayangs!

everyone forgets the Gnomes...

goblins too


Lady-J wrote:
Wayang 24? wrote:
BigNorseWolf wrote:

Reduce person on a halfling or ratfolk to use dex to climb and swim.

"I can't get up the rope

bzzzzzt

"Going up the wall!

and don't forget the Wayangs!

everyone forgets the Gnomes...

goblins too

Y’all forgot the Kobolds.


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Well, small races are easy to...
(•_•) ( •_•)>⌐■-■ (⌐■_■)
Overlook.
(YEEEEAAAAAAAAHH)


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In that uncomfortable place between being high enough level to face incorporeal foes, but not high enough level to have a reliable way to deal with them? Why not try an offensive casting of mage armor and closing the door? That ghost will be stuck in the room for at least a couple hours, leaving you ample time to flee...


quibblemuch wrote:
In that uncomfortable place between being high enough level to face incorporeal foes, but not high enough level to have a reliable way to deal with them? Why not try an offensive casting of mage armor and closing the door? That ghost will be stuck in the room for at least a couple hours, leaving you ample time to flee...

Clever


quibblemuch wrote:
In that uncomfortable place between being high enough level to face incorporeal foes, but not high enough level to have a reliable way to deal with them? Why not try an offensive casting of mage armor and closing the door? That ghost will be stuck in the room for at least a couple hours, leaving you ample time to flee...

Unless the door is a mimic you can't cast mage armor on it, mage armor specifies creature.

Also, the ghost nose planting into the door is funny, but i could just float through the walls afterwards.


BigNorseWolf wrote:
quibblemuch wrote:
In that uncomfortable place between being high enough level to face incorporeal foes, but not high enough level to have a reliable way to deal with them? Why not try an offensive casting of mage armor and closing the door? That ghost will be stuck in the room for at least a couple hours, leaving you ample time to flee...

Unless the door is a mimic you can't cast mage armor on it, mage armor specifies creature.

Also, the ghost nose planting into the door is funny, but i could just float through the walls afterwards.

Wouldn’t the ghost being wrapped in a force effect keep it from floating through a wall?


BigNorseWolf wrote:
quibblemuch wrote:
In that uncomfortable place between being high enough level to face incorporeal foes, but not high enough level to have a reliable way to deal with them? Why not try an offensive casting of mage armor and closing the door? That ghost will be stuck in the room for at least a couple hours, leaving you ample time to flee...

Unless the door is a mimic you can't cast mage armor on it, mage armor specifies creature.

Also, the ghost nose planting into the door is funny, but i could just float through the walls afterwards.

TCG's got the idea. You cast mage armor on the ghost, not on the door. Now it's all wrapped up in a force shirt and can't go floating through anything.


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And if you're feeling really brave, you can set up a trap. Lure the ghost into a 10x10 cage, making sure your back is to the open door. Then mage armor it and step backwards and shut the door. Now you've got a ghost trapped for at least an hour.

Unless it turns out to be Mr. Magnusson, the amusement park's original owner.

Which it nearly always does.


If you're going to go with that mechanical resolution to a gray area (and thats a big if) , the ghosts solid hand can now turn the doorknob.


What's the gray area? And why would the ghost's hand be corporeal? I'd treat an incorporeal PC wearing mage armor the same way.


If we imagine mage armor as a force-field surrounding someone's entire body, then the ghost can now interact with things like a normal human could. (Also, maybe hitting the ghost with non-magical weapons would work now?)

Also of note: "Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature." So it could easily do nothing.


quibblemuch wrote:
In that uncomfortable place between being high enough level to face incorporeal foes, but not high enough level to have a reliable way to deal with them? Why not try an offensive casting of mage armor and closing the door? That ghost will be stuck in the room for at least a couple hours, leaving you ample time to flee...

You'd still have to deal with any potential SR it may have, succeed on a touch attack (not a guarantee against incorporeal undead who have good Touch AC), as well as it getting a saving throw to negate the effect (which it has a good chance of making).

Oh, and the 50% miss chance on the spell even working.

And that's assuming the spell even functions as you're claiming (the forcefield doesn't move with the target). It might not, and you just gave the ghost a +4 armor bonus at the cost of your action economy!

Sorry, but this idea is just grasping at straws. You'd have more luck with a Ghost Touch Net.


Darksol the Painbringer wrote:
You'd still have to deal with any potential SR it may have

Actually, turns out mage armor doesn't allow SR.


Hm, I hadn't thought about the fact that mage armor surrounds the entire body. Seems like it would make it difficult for any caster to do things unless the armor is extremely skin-tight.

The Exchange

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I would actually think the mage armor on a incorporeal creature would keep it from exiting the room thru solid objects.

mage armor only gives a +4 armor bonus, so would be closest to Chain Shirt - so I would think it doesn't include "gauntlets" - or to cover the creatures hands/arms... but on that note, depending on how the door knob works (is it a lift latch, or does it need to be turned or what?) the creature might try to push the door latch to "open" with it's armor.

it would take a touch attack to hit the target creature - which would then get a will save... and the caster could then later Dismiss it (if she wanted to release the ghost later) - but I think this would work.

Yeap, fits the "That works...but it wasn't made for that(spells)" that is the title of this thread.

And I could also see some judges saying "...NOT AT MY TABLE!" - though I think they would be wrong.

The Exchange

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blahpers wrote:
Hm, I hadn't thought about the fact that mage armor surrounds the entire body. Seems like it would make it difficult for any caster to do things unless the armor is extremely skin-tight.

I can now see some judge ruling that a PC can't deliver "touch" spells if he has mage armor up. "You would only touch your armor - and unless you dismiss it...". [sarcasm]Yeah, this is going to be fun...[/sarcasm]


While funny if it could be make to work, I don't see the necessity of it anyway, since....

Quote:
Unlike mundane armor, mage armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since mage armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor.


The Sideromancer wrote:
Every time I see "throw a handful of gravel," I think of Mythic Feather Fall.

Any particular reason?


dysartes wrote:
The Sideromancer wrote:
Every time I see "throw a handful of gravel," I think of Mythic Feather Fall.
Any particular reason?

Mythic Feather Fall target 2 creatures/objects per level. If you spend mythic power, it also causes each target of the spell to deal 1d6 damage/caster level (max 5d6 each) in a 10' burst when it lands, with each object granting a save to halve its damage. So you throw a handful of gravel (or anything else, really) and target it with the spell to do potentially massive amounts of damage.


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Back in 3.5 I once used a Stone to Flesh spell to transmute the wall behind a door that was trapped with something really nasty. Then I made the barbarian tunnel through the flesh, around the door.

I think we asked if it was edible. I think the DM said it was, but bland and had an unpleasant texture.


I gave my wand of floating disk to my Lyrakie Familiar who had a UMD OF 21. She flew around and my witch3/barbarian4 was full attacking everything

Edit(the barbarian was weilding a minotaur xbow) had all of the feats to load as a free action. And was a wild rager. Rapid shot. It was a lot of fun!)

My illusory script always said to lay down weapons, remove armor, and do your best to take a nap after handing this to who is next in the chain of command who is not trying to sleep.


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Carry companion/flesh to stone time capsule.

The Druid wound up back in time. The locals were tormenting a t rex, so the druid belly rubbed it onto our side, and made it sit on the locals. There was about to be a disaster in the area, so the druid cast carry companion on the t rex, stone shaped a suspicious boulder they could find later to hold him, and let him take the slow way back to the future while she hopped forward. Dug him up and unstoned him


Combine mage hand with mage armor then spike the door on your way out.
If you make or buy a wand of mage armor you won't need mage hand.

Don't forget that GMs are usually also PCs in other games. They will agree to it and put it in the bank.

The Exchange

Goth Guru wrote:

Combine mage hand with mage armor then spike the door on your way out.

If you make or buy a wand of mage armor you won't need mage hand.

Don't forget that GMs are usually also PCs in other games. They will agree to it and put it in the bank.

Sorry - you lost me on this.

How are you combining mage hand with mage armor?

I see no way that this would do anything...The two spells do not have any way to be combined... do you mean to combine spectrial hand so that you can cast the Mage Armor from a distance greater than Touch?


nosig wrote:
Goth Guru wrote:

Combine mage hand with mage armor then spike the door on your way out.

If you make or buy a wand of mage armor you won't need mage hand.

Don't forget that GMs are usually also PCs in other games. They will agree to it and put it in the bank.

Sorry - you lost me on this.

How are you combining mage hand with mage armor?

I see no way that this would do anything...The two spells do not have any way to be combined... do you mean to combine spectrial hand so that you can cast the Mage Armor from a distance greater than Touch?

Right. Sorry I got the names mixed up.

You don't want to touch an intangible undead.

The Exchange

Goth Guru wrote:
nosig wrote:
Goth Guru wrote:

Combine mage hand with mage armor then spike the door on your way out.

If you make or buy a wand of mage armor you won't need mage hand.

Don't forget that GMs are usually also PCs in other games. They will agree to it and put it in the bank.

Sorry - you lost me on this.

How are you combining mage hand with mage armor?

I see no way that this would do anything...The two spells do not have any way to be combined... do you mean to combine spectrial hand so that you can cast the Mage Armor from a distance greater than Touch?

Right. Sorry I got the names mixed up.

You don't want to touch an intangible undead.

Long ago in a scenario a group of (lower level) PCs encountered Shadows (incorporeal undead) and things were looking very grim. We had no magic weapons and it looked like we were going to have to "flee for our lives!"... then I realized that I had (and could use) a wand of Cure Light Wounds - and whipped it out. The Ranger saw me do this and copied my action with his wand, and... it turns out all the PCs had wands (yeah PFS!), and all but one of us could use them. Went from a "flee for our lives!" situation to an encounter that we could handle easily.

It would have made it much harder I guess if the judge ruled that we couldn't deliver touch spells to incorporeal creatures because we couldn't "touch" them...


nosig wrote:
Goth Guru wrote:
nosig wrote:
Goth Guru wrote:

Combine mage hand with mage armor then spike the door on your way out.

If you make or buy a wand of mage armor you won't need mage hand.

Don't forget that GMs are usually also PCs in other games. They will agree to it and put it in the bank.

Sorry - you lost me on this.

How are you combining mage hand with mage armor?

I see no way that this would do anything...The two spells do not have any way to be combined... do you mean to combine spectrial hand so that you can cast the Mage Armor from a distance greater than Touch?

Right. Sorry I got the names mixed up.

You don't want to touch an intangible undead.

Long ago in a scenario a group of (lower level) PCs encountered Shadows (incorporeal undead) and things were looking very grim. We had no magic weapons and it looked like we were going to have to "flee for our lives!"... then I realized that I had (and could use) a wand of Cure Light Wounds - and whipped it out. The Ranger saw me do this and copied my action with his wand, and... it turns out all the PCs had wands (yeah PFS!), and all but one of us could use them. Went from a "flee for our lives!" situation to an encounter that we could handle easily.

It would have made it much harder I guess if the judge ruled that we couldn't deliver touch spells to incorporeal creatures because we couldn't "touch" them...

How would a wand of shocking grasp even function then?


Fortunately, a held charge would be considered a magical attack form, so there's no problem (other than the half damage clause).


A permanent detect spell(such as detect evil) will give no response when looking into a dead magic zone.


Goth Guru wrote:
A permanent detect spell(such as detect evil) will give no response when looking into a dead magic zone.

Uh...are you sending an evil creature ahead of you as a detection method?


Is there a better use for them?

Liberty's Edge

Has anyone ever tried using word spells, when used correctly they can be amazing

I would also like to say that the word force blast has no target restrictions so there’s nothing against using a barrier force blast spell

The effect in my mind is that it creates a 10x10 wall of force with no thickness or is paper thin, now my real question is what if an enemies sword arm just happens to be in the barrier spell and the blast is directed inwards?

In my games the result is a trip to second hand shop for the enemy, if you get what I mean.

Thoughts?

Liberty's Edge

Also horn of pursuit creates three very loud notes that can be heard miles away, what happens if you cast it in a closed room. Would physics dictate the sound bounces around the room and increases in intensity or would it work like normal. If it did bounce off the walls would it deafen the people inside because this could be used as a serious offensive spell since it has a casting time of 1 standard action.

Liberty's Edge

Also what is the logic of using a spindle shaped ioun Stone as a improvised dagger


Sasan wrote:

Has anyone ever tried using word spells, when used correctly they can be amazing

I would also like to say that the word force blast has no target restrictions so there’s nothing against using a barrier force blast spell

The effect in my mind is that it creates a 10x10 wall of force with no thickness or is paper thin, now my real question is what if an enemies sword arm just happens to be in the barrier spell and the blast is directed inwards?

In my games the result is a trip to second hand shop for the enemy, if you get what I mean.

Thoughts?

Force blast barrier sets up a wall 10' high, 10'-per-caster-level long, and 1' wide (i.e., thick). Whenever a creature passes through the barrier, they take 1d6 points of force damage per caster level (maximum 10d6). It doesn't actually push them or hinder their movement--the barrier word specifically mentions this. Unfortunately, this rules out using the spell as an improvised sword of sharpness.

Liberty's Edge

Thanks for the response and just a follow up, but what if the damage is enough to sever the limb


Limb severing doesn't really happen in Pathfinder unless the victim was either already dead or in a position to be outright killed anyway. There are a few exceptions for specific monsters, but even the old sword of sharpness was done away with in the transition from 3.x. (Did 3.x have that one? I remember 2e having it.)

There's always table rules, of course. Skull & Shackles, if I remember right, had some variant massive damage rules that could involve losing a foot or something. But by default, since such rules disproportionately affect PCs versus monsters (on account of the average monster lifespan being a few rounds), this sort of thing is rare.


blahpers wrote:

Limb severing doesn't really happen in Pathfinder unless the victim was either already dead or in a position to be outright killed anyway. There are a few exceptions for specific monsters, but even the old sword of sharpness was done away with in the transition from 3.x. (Did 3.x have that one? I remember 2e having it.)

There's always table rules, of course. Skull & Shackles, if I remember right, had some variant massive damage rules that could involve losing a foot or something. But by default, since such rules disproportionately affect PCs versus monsters (on account of the average monster lifespan being a few rounds), this sort of thing is rare.

The Called shot rules from Ultimate Combat allow it, but it is rare. You need to hit the called shot (on an arm, hand, or leg), deal 1/2 the targets hit points (with a minimum of 50 damage) in damage with that attack, and the target must failed the saving throw by 5 or more. Even then, the limb may only just be mangled instead of severed. The effects are the same.

And the sword of sharpness was dropped for 3.0, just leaving vorpal weapons for removing heads, which worked on a successful critical hit. Apparently cutting off limbs was considered too powerful, but instant-death critical hits wasn't. Combined with a high-critical range weapon, it was much easier to remove heads in 3.0 than it is in 3.5/PF (where it does so only on a successful natural 20 critical hit).

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