DM Alexander Kilcoyne |
Everythings ok it was just a very spontaneous two day trip to another town with limited internet access (and sleep). I just got home (5PM here) and have a family dinner to go to at 7PM- once i'm back from that at 11 or so my games will get updates- and then i'm off to Southampton to visit my friend James (EngineHouse here on the forums) and go to a friends birthday.
I'm not normally this busy. More frequent posting should resume monday.
DM Aron Marczylo |
Hi, DM Aron Marczylo here and friend of DM AK.
Unfortunatly I'm here to tell you that Alex won't have any decent net access until late friday night.
Just here to pass on the message.
F. Castor |
In about a couple of hours I will be leaving to go on vacation for five days, give or take a day. During that time, I will probably have some limited internet access, but since it will be via my smartphone, posts -if any- will be scarce and short. Please fell free to DMPC Kieran if or when necessary and I will be back to posting as usual once I am back.
DM Alexander Kilcoyne |
I am adding a new house rule to all my games. The house rule concerns Detect Magic. My change is in bold.
Detect Magic
School divination; Level bard 0, cleric/oracle 0, druid 0, inquisitor 0, magus 0, sorcerer/wizard 0, summoner 0, witch 0
CASTING
Casting Time 1 standard action
Component: V, S
EFFECT
Range touch. (previously 60 feet cone)
Duration concentration, up to 1 min./level (D)
Saving Throw none; Spell Resistance no
Jakob Mulle |
Ouch!
I would also like to understand why you are making this change. It makes it MUCH more difficult to find a magic item in a pile of stuff. It makes finding lingering auras very difficult and makes it rather dangerous to use Det. Magic to tell is a creature is summoned or not.
Do these changes effect identify or other spells that reference Detect magic like Detect Charm?
DM Alexander Kilcoyne |
Fair questions, i'll try and explain.
My reasoning on it is that Detect Magic as written, trumps high level magical traps. It also takes a LOT of the fun out of investigation, especially in intrigue sections. Now finding out who the Doppelganger is at a party of nobles is much harder when your likely to be thrown out of the party for inappropiate touching... That and Detect Magic can completely negate the danger and mystery of illusions.
I'm aware Magic Aura can negate this and my villains have historically often made good use of it, but in some situations its not feasible.
Other Detect spells are unaffected; as is Arcane Sight (which is like a souped up detect magic and is in an appropiate level spell slot).
I don't imagine finding magic items in loot to be affected unless you happen to be on a strict time limit, which is rare. I imagine that will be handled just like it is now.
A lot of what it comes down to is a cantrip foiling higher level magics. That isn't appropiate and i've been considering this change for some weeks now.
Edit: It also means the woefully underused Arcane Sight gets some love.
Joana |
Most of the actual uses of detect magic I've seen have been on treasure, and, as you say, there are few (but not no) instances in which you don't have time to do so at your leisure. The one situation I can think of that would be utterly destroyed by this house rule is using it to try to find an invisible creature to target its square. Doesn't come up too often at pre-arcane sight/true seeing/etc. levels, and most of the time the bad guy will move out of the way of the cone before the 3 rounds are up; but it can at least let you know if they're still in the room and what side of it they're on or if they've left.
F. Castor |
I tried searching the forums, but I did not see a definitive answer, so I thought I may as well ask, since I am interested in the Duelist PrC and Kieran will become one at some point. The ability the question is about is Canny Defense.
Does an armor's Max Dex Bonus apply to the Int-based AC bonus Canny Defense grants, i.e. does it limit the total Dex + Int AC bonus a duelist has?
Also, does that Int-based bonus apply to AC only, or does it apply to CMD as well (like, for example, dodge, deflection, monk Wis-based, circumstance, etc bonuses do)?
Joana |
There are also a few cursed items which cannot be held for three rounds to detect magic without the curse triggering.
Aura strong abjuration; CL 19th
Slot neck; Weight —
Description
If this small scarab brooch is held for more than 1 round or carried in a living creature's possessions for 1 minute, it changes into a horrible burrowing beetle-like creature. The thing tears through any leather or cloth, burrows into flesh, and reaches the victim's heart in 1 round, causing death. A DC 25 Reflex save allows the wearer to tear the scarab away before it burrows out of sight, but he still takes 3d6 points of damage. The beetle then returns to its scarab form. Placing the scarab in a container of wood, ceramic, bone, ivory, or metal prevents it from coming to life and allows for long-term storage of the item.
Creation
Magic Items amulet of mighty fists, amulet of natural armor, amulet of the planes, amulet of proof against detection and location, brooch of shielding, golembane scarab, scarab of protection
Aura faint transmutation; CL 5th
Slot none; Weight 1 lb.
Description
This dark, polished stone reduces the possessor's base land speed to half of normal. Once picked up, the stone cannot be disposed of by any nonmagical means—if it is thrown away or smashed, it reappears somewhere upon the possessor's person. If a remove curse spell is cast upon a loadstone, the item may be discarded normally and no longer haunts the individual.
Creation
Magic Items ioun stone, stone of alarm, stone of controlling earth elementals, stone of good luck
It could be argued that touching and picking up are not necessarily the same thing, but that needs to be specified rather carefully.
There's also the vacuous grimoire -- and for that matter, tomes and manuals -- which would commonly be found in sizeable libraries. Going through and touching each and every book before the party does some research would be a little tedious.
What about glyphs and symbols and sepia snake sigil? Or explosive runes for that matter? Are they traps or spells? What if, heaven forfend, something happens to Kieran and the party has to operate without a rogue for some amount of time? By RAW, only rogues can even perceive such traps.
Honestly, I'm not sure I'm all that opposed to the change, but I'm playing devil's advocate here, trying to find all the corner cases before they might come up in game.
F. Castor |
What if, heaven forfend, something happens to Kieran and the party has to operate without a rogue for some amount of time? By RAW, only rogues can even perceive such traps.
From what I can tell, anyone can use Perception to locate a trap, be it mundane or magical. Only rogues with Trapfinding -an ability which Kieran does not actually get- can use Disable Device to disarm a magical trap, however.
Joana |
Glyphs and symbols have a line in the spell descriptions that specify that only rogues can use Perception to find them.
Magic traps such as glyph of warding are hard to detect and disable. A rogue (only) can use the Perception skill to find the glyph and Disable Device to thwart it.
Magic traps such as symbol of death are hard to detect and disable. A rogue (only) can use the Perception skill to find a symbol of death and Disable Device to thwart it.
Deevor |
As the magic user/rogue in another game you run AK, I'd have thought the magic that is part of a magic trap is contained and hidden in the traps construction, maybe in some sort of container, and the magic auras only released when the trap is sprung. That is different from using magic itself to hide the trap. I never really thought that detect magic could be used to take the place of perception, or other spells designed to find traps. I'd rather agree something like that, rather than changing the mechanic and going for touch. After all, if you want to see if an enemy is using magic weapons, armor or other items, your won't be going up and touching the thing.
Soory, but you shouldn't make the game so good for lurkers...
F. Castor |
Hmm... Had not noticed that. Does that mean any rogue or a rogue -or anyone, for that matter- with the Trapfinding class feature or an equivalent? Trapfinding does include magic traps in its description, but it refers to granting the rogue the ability to disarm them specifically, so I am leaning towards the former, i.e. only rogues can perceive traps such as glyph of warding or symbol of death, but only rogues with Trapfinding can disarm such traps.
It would seem that there are:
a) Mundane traps (like, say, a poison needle trap), which anyone can both perceive and disarm.
b) Magical traps (like, say, one that lets a fireball blow up in your face), which anyone can perceive, but only characters (be they rogues, urban rangers, etc) with Trapfinding or an equivalent can disarm.
c) Spells that act as traps (like, say, glyph of warding or symbol of death), which only rogues can perceive, but only rogues with Trapfinding can disarm.
Joana |
The terminology's not uniform. Glyphs and symbols refer to rogues specifically for perception and disarming, but explosive runes refers to Trapfinding for disarming. Explosive runes also doesn't have the caveat that only rogues can find the trap.
So without Trapfinding, Kieran can perceive a magical trap but only warn us not to go that way; there's no way to disarm it. If Kieran is somehow disabled, the rest of the party can't even perceive the trap to avoid it.
DM Alexander Kilcoyne |
Canny Defence is not limited by max dex.
Glyphs are a potential issue but by the levels where almost all of these corner cases come into play you have access to much better divination than detect magic.
So with glyphs, this change to detect magic stops a cantrip trumping spells of much higher level than it. This is exactly what I am going for.
Deevor, i've proposed the change to my SS game for the same reasons actually.
Edit: Dispel magic is a good way to disarm a glyph...
Fredrik |
It would seem that there are:
a) Mundane traps (like, say, a poison needle trap), which anyone can both perceive and disarm.
b) Magical traps (like, say, one that lets a fireball blow up in your face), which anyone can perceive, but only characters (be they rogues, urban rangers, etc) with Trapfinding or an equivalent can disarm.
c) Spells that act as traps (like, say, glyph of warding or symbol of death), which only rogues can perceive, but only rogues with Trapfinding can disarm.
It looks to me like some trap-spell descriptions copy/pasted some 3.5 boilerplate text merely intended to conveniently reference how Trapfinding worked at the time, not override how it would work in the future PFRPG. So, if I were running a game, I would personally houserule it that (c)-type spells actually act like (b). Not saying other interpretations are wrong, just pointing out something you might not have noticed.
Jakob Mulle |
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I can see your reasoning on this and will be happy to play under this rule. That said I think there is an easier way to do this.
1. make doppelgangers et all su abilities sq or ex. Presto now nothing short of true seeing or various "force to normal form" tricks will reveal them.
2. Using Det magic or any other spell to find an illusion means the caster is interacting with the illusion and has to make a save. Fail the save det magic returns nada. No different than if the caster shot the suspect wall/etc. with a crossbow.
3.Glyphs et all. Add a line to the trap spells stating that det magic cannot find them. Or call it a spellcraft vs 15+caster level to detect the trap spell. So Identify with the +10 to spellcraft has a chance of finding them but otherwise you have to use higher level spells, be heavily invested in spellcraft or rely on a rogue.
I kind of like the ranged nature of det mag. It makes low-level casters feel buff. But like I said I am happy to roll with this house rule.
DM Alexander Kilcoyne |
Thats a lot more fiddling than i'm comfortable with. We've established the only thing it really changes are interactions with far greater magic than itself (a cantrip) which is exactly why I wanted to change it in the first place.
Arcane Sight is available from level 5 onwards for an arcane caster- This Spell
Jakob Mulle |
Thats a lot more fiddling than i'm comfortable with. We've established the only thing it really changes are interactions with far greater magic than itself (a cantrip) which is exactly why I wanted to change it in the first place.
Arcane Sight is available from level 5 onwards for an arcane caster- This Spell
All good. Do you mind if Jakob swaps out Detect magic for guidance then?
Joana |
How does it affect a targeted dispel on an enemy if we can't actually identify what buffs it might have up?
You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect
Jakob Mulle |
How does it affect a targeted dispel on an enemy if we can't actually identify what buffs it might have up?
dispel magic wrote:You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effect
It would make targeted dispels dependent on toughing the target for three rounds. In other words it prevents divine casters from using targeted dispel magic in combat. Arcane casters can still use the ranged Identify or the nifty Arcane Sight spell to pick out individual buffs.
This will have the effect in play of making 'kill the wizard first' an even more vital tactic.
Joana |
Joana wrote:How does it affect a targeted dispel on an enemy if we can't actually identify what buffs it might have up?
dispel magic wrote:You can also use a targeted dispel to specifically end one spell affecting the target or one spell affecting an area (such as a wall of fire). You must name the specific spell effect to be targeted in this way. If your caster level check is equal to or higher than the DC of that spell, it ends. No other spells or effects on the target are dispelled if your check is not high enough to end the targeted effectIt would make targeted dispels dependent on toughing the target for three rounds. In other words it prevents divine casters from using targeted dispel magic in combat. Arcane casters can still use the ranged Identify or the nifty Arcane Sight spell to pick out individual buffs.
This will have the effect in play of making 'kill the wizard first' an even more vital tactic.
Won't be able to take a confusion or dominate off an ally either.
Joana |
Joana wrote:Well you could guess and hope it was a dominate person rather than a dominate monster.Jakob Mulle wrote:Won't be able to take a confusion or dominate off an ally either.
Metagamey, unless you could identify the spell as it was cast. Without a Spellcraft roll or a detect magic -- maybe a Knowledge (arcana) check -- the PC shouldn't know anything more than "Some strange arcane power is making my friend attack his own allies!" I wouldn't allow a divine caster to know enough about arcane spells to say, "Hm, must be confusion. Dispel, but leave up the buffs we already cast on him!" Detect magic allows the PC to say, "Some evil aura is confusing my friend's thoughts. I hope my god will grant me power to free him from that effect, whatever it is. Dispel the dark purply aura!"
Jakob Mulle |
Jakob Mulle wrote:Joana wrote:Well you could guess and hope it was a dominate person rather than a dominate monster.Jakob Mulle wrote:Won't be able to take a confusion or dominate off an ally either.Metagamey, unless you could identify the spell as it was cast. Without a Spellcraft roll or a detect magic -- maybe a Knowledge (arcana) check -- the PC shouldn't know anything more than "Some strange arcane power is making my friend attack his own allies!" I wouldn't allow a divine caster to know enough about arcane spells to say, "Hm, must be confusion. Dispel, but leave up the buffs we already cast on him!" Detect magic allows the PC to say, "Some evil aura is confusing my friend's thoughts. I hope my god will grant me power to free him from that effect, whatever it is. Dispel the dark purply aura!"
Exactly. This kind of forces meta-gaming. Though I suppose Detect charm is a partial solution. It will not help with non charm type spells though.
We really need to get Picklebeard a wand of Identify.
Joana |
Identify works as detect magic, though. So shouldn't it also default to touch-only? Otherwise, it really nerfs divine casters vis-a-vis arcane, since arcane casters get first- and third-level spells they can detect magic with at range and divine casters get nothing but a 5th-level spell that only partially works as detect magic.
Jakob Mulle |
Identify works as detect magic, though. So shouldn't it also default to touch-only? Otherwise, it really nerfs divine casters vis-a-vis arcane, since arcane casters get first- and third-level spells they can detect magic with at range and divine casters get nothing but a 5th-level spell that only partially works as detect magic.
AK mentioned that this change only effects the 0lvl det magic so det charm/undead et al and Identify will still be ranged. But yeah Wizards/Witches get a boost relative to Divines.
Survivable though. It just means a more cautious play style as removing effects will be harder and it frees divines from really needing spellcraft. So it could be a wash. We will have to use ranged weapons to detect Illusions and just eat the magic traps as their find DC's are well beyond all but a dedicated rogue.
Joana |
It definitely changes the flavor of divine casters. Arcane casters become more the masters of all magic, arcane and divine, whereas divine casters aren't even masters of their own arena.
I'm not at all sure that arcane casters oughtn't to have a significant advantage over divine over arcane secrets, barring a cleric of, say, Nethys who can get identify as a first-level spell anyway with the Magic domain. However, it rubs me a little the wrong way that a high-level cleric can't detect a simple bless effect on the cultic soldiers cast by a 1st-level evil cleric or an entropic shield or some other divine spell they've been casting themselves for twelve levels.
Not that it would probably ever be worth 3 rounds to detect such things, in all likelihood, but it seems off that wizards are better at dealing with divine magic than clerics. Removing harmful spells effects seems like part of the classic cleric "healing" schtick. And it seems weird that you can bestow or remove a curse but not detect one.
DM Alexander Kilcoyne |
I've never seen detect magic used in combat for such situations, because if your spending 3-4 rounds in combat concentrating on detect magic its likely something has gone horribly, horribly wrong.
Spellcraft checks to identify spells as they are cast/when you fail a save on them will be unchanged.
To your cleric concerns however, lets be realistic. You know if your ally has suddenly gone quiet and is attacking your allies after the vampire gazed at him, that hes been dominated. I've never someone cast detect magic to figure it out.
Also, clerics are actually better equipped than wizards to identify harmful effects; I point you towards a very underused and little-known spell that is only second level, lasts an hour/level and requires no rounds of concentration.
I'm happy for you to swap out Detect Magic in light of this change I was going to ask if anyone wanted to.