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![]() I'm surprised no one has made a "Dune" reference, yet. Wikipedia: Sandworm (Riding) wrote: The Fremen have secretly mastered a way to ride sandworms across the desert. First, a worm is lured by the vibrations of a thumper device. When it surfaces, the lead worm-rider runs alongside it and snares one of its ring-segments with a special "maker hook". The hook is used to pry open the segment, exposing the soft inner tissue to the abrasive sand. To avoid irritation, the worm will rotate its body so that the exposed flesh faces upwards, carrying the rider with it. Other Fremen may then plant additional hooks for steering, or act as "beaters", hitting the worm's tail to make it increase speed. A worm can be ridden for several hundred miles and for about half of a day, at which point it will become exhausted and sit on the open desert until the hooks are released, whereupon it will burrow back down to rest. Maybe this is why my GMs never let me near a purple worm... ![]()
![]() I'd say that the easiest way, by RAW, would be to pay 10,000 GP to give the Greatsword the Transformative quality. I can't think of anything beyond that other than GM Fiat. ![]()
![]() Mogart wrote:
Look out for those soul-buying Angels... might be a Fallen Angel, looking to act as a middleman for the Devils... Best to make sure you've got your Hitler-with-a-beartrap handy. ![]()
![]() wraithstrike wrote: He has houserules in place such as stealthing out in the open as an example to kill them easier. Basically anyone can walk up to the caster and just kill them, and it also seems the casters in his game enjoy things like blasting instead of the other spells. Well, I can always houserule that away, then go onto his fourm to wonder why everyone doesn't just do it my way. ![]()
![]() 3.5 Loyalist wrote:
So what you're objecting to is the lack of role-play description of the actions? That's a failure in gaming, not a failure in the system. ![]()
![]() 3.5 Loyalist wrote:
The answer to this is simple, player should do their homework, and bring what they want to the GM before the game (or if that's not possible, at the beginning of the game while everyone's setting up, or after the game). Keep the "boring" parts of crafting out of the actual play-time, and it's not going to affect the adventures at all. ![]()
![]() Incanús Kindler wrote:
First, so we're all on the same page, here's Detect Magic. I've put most of it in a spoiler below, but there's a couple of useful charts that I just couldn't get to play nicely with the board's formatting. Detect Magic:
School divination; Level bard 0, cleric 0, druid 0, sorcerer/wizard 0 Casting Time 1 standard action Component: V, S Range 60 ft. Area cone-shaped emanation Duration concentration, up to 1 min./level (D) Saving Throw none; Spell Resistance no You detect magical auras. The amount of information revealed depends on how long you study a particular area or subject. 1st Round: Presence or absence of magical auras. 2nd Round: Number of different magical auras and the power of the most potent aura. 3rd Round: The strength and location of each aura. If the items or creatures bearing the auras are in line of sight, you can make Knowledge (arcana) skill checks to determine the school of magic involved in each. (Make one check per aura: DC 15 + spell level, or 15 + 1/2 caster level for a nonspell effect.) If the aura eminates from a magic item, you can attempt to identify its properties (see Spellcraft). Magical areas, multiple types of magic, or strong local magical emanations may distort or conceal weaker auras. Aura Strength: An aura's power depends on a spell's functioning spell level or an item's caster level; see the accompanying table. If an aura falls into more than one category, detect magic indicates the stronger of the two. Lingering Aura: A magical aura lingers after its original source dissipates (in the case of a spell) or is destroyed (in the case of a magic item). If detect magic is cast and directed at such a location, the spell indicates an aura strength of dim (even weaker than a faint aura). How long the aura lingers at this dim level depends on its original power: Outsiders and elementals are not magical in themselves, but if they are summoned, the conjuration spell registers. Each round, you can turn to detect magic in a new area. The spell can penetrate barriers, but 1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt blocks it. Detect magic can be made permanent with a permanency spell.
I'll not mention the cone or range arguments, since those have already been discussed. First, have your GM look at the Duration of the spell... up to 1 minute/level, but it requires concentration. Definition: Concentration wrote:
In order to detect magic on something, you have to cast the spell, and then focus on using the spell, to the point where it counts as a standard action when in combat. This concentration can last up to 3 rounds (18 seconds) in order to get really specific information. Wizard: Round 1 wrote: Hey, there's magic stuff over there! Wizard: Round 2 wrote: Hey, there's lots of magic stuff over there! Wizard: Round 3 wrote: Oh Crap! There's <insert horrible spells/effects> coming right at us! That duration usually gets glossed over in games, where the wizard just asks "Is it magic?" I'm guilty of it myself, in games where I'm playing the magic-detector. So, in an encounter, unless it was 1 minute/level since your last casting of Detect Magic, you'll have to cast it again. This has both verbal and Somatic components, which will cause all kinds of questions to be raised...
Suspicious Fighter wrote: Why is your wizard casting a spell? Superstitious Barbarian wrote: MAGIC? THOG SMASH!!!! A couple of (fairly realistic) encounters like this would quickly control the use of Detect Magic. I'm not saying that you're wrong for wanting to be able to use the spell, or that your GM should be nerfing the spell to the point where no spellcaster would actually be able to USE the spell... I guess what I'm saying is, sit down with your GM, go over the actual spell, and see if you can reach an agreement as to what is reasonable usage of the spell, understanding that there can/will be social repercussions for casting spells willy-nilly, and agreement on how things should actually work. My guess is that your GM is mistaking Detect Magic for Arcane Sight, a 3rd level spell. ![]()
![]() I've been following the thread, and wanted to throw in my two cents. - RAW, this works. Flat out. It works. The only person who's put up a reasonable argument as to it not working, per RAW, is LasarX. LazarX wrote: The steel shield is not appropriate for the Druid. And beguiling gift doesn't change that awareness. He might accept the gift, but aside from thanking you and putting it down, he won't do anything with it. I could see that argument from a quick-thinking player, as to why it shouldn't happen to their druid. Following that logic, however, would prevent someone from handing the enemy fighter a rubber chicken, or trout, or what have you, to wield instead of their +4 Hammer of Bard-Crushing. ... or, if you want to be sticklers, a cursed dagger, or a bottle of poison... I'm good with that. As far as RAI goes, I don't see how this is worse than giving someone a cursed item, which is definitely allowed per the spell. Is it powerful? In the right hands, Yes.
How is this any different than casting Heat Metal on a fighter wearing full-plate?
Heat Metal wrote: A creature takes fire damage if its equipment is heated. It takes full damage if its armor, shield, or weapon is affected. Heat metal exploits a weakness in a fighter (that they rely on heavy, metallic armor). How is this any different than casting Feeblemind on an arcane caster?
Feeblemind wrote: Target creature's Intelligence and Charisma scores each drop to 1. The affected creature is unable to use Intelligence- or Charisma-based skills, cast spells, understand language, or communicate coherently. Still, it knows who its friends are and can follow them and even protect them. The subject remains in this state until a heal, limited wish, miracle, or wish spell is used to cancel the effect of the feeblemind. A creature that can cast arcane spells, such as a sorcerer or a wizard, takes a –4 penalty on its saving throw. Granted, Feeblemind is a fifth level spell, and is WAY more powerful: Permanent attribute reduction, turning them into vegetables, until they get a Heal spell... Cannot use ANY INT/CHA skills, unable to communicate... and the spell specifically makes it harder for arcane casters to save against.The druid, by comparison, loses some of their abilities for 24 hours, but is still able to function as part of the encounter (unlike our poor wizard/sorcerer/bard who got feebleminded). Is it a little powerful for a 1st level spell? Sure it is. But, like most "powerful" 1st level spells, it takes a little creativity and finesse in order to make it work for you. The bigger question is, is this a one-time moment of awesomeness, or is this going to happen to EVERY druid that the party encounters? If it happens every time they encounter a druid, then the GM needs to take steps, in game, to counter that ability (a druid develops an immediate-action "metal to wood" spell, or something along those lines). Just like I don't expect my wizard to get feebleminded every fight, I also don't expect that this would happen to my druid every fight. Would it bother me if this were to happen to my druid? It'd annoy me, but not nearly so much as my wizard getting feebleminded. All classes have drawbacks, limitations, weaknesses that can be exploited. And I'm fine with that. As previously stated by Foghammer, I would (as GM) ask to know about the bard's history with druids, to explain how they would know that bit of Druidic Lore, perhaps allowing a Knowledge: Nature or Religion check, or (as Player) be prepared to answer that question immediately and thoroughly. Foghammer wrote:
It would be much more amusing/abusive to cast the spell, and hand a character a suit of Full Plate. With how long that takes to put on, the character would be completely out of the fight for 4 minutes, to don it hastily. ![]()
![]() Doug's Workshop wrote: The next time the player in question does something like that, refuse to roll the dice and say "No, my gold isn't cursed." If your gold is cursed, trade it in for gems, or platinum pieces. ... or just go into a ten minute, in character, tirade about how all money is cursed, and that true happiness can only be obtained through taking a Vow of Poverty... then thank the bard for leading the way with this, and (with the help of the other players) steamroll the bard's player into taking VoP. ![]()
![]() Fozzy Hammer wrote:
Son: Um... Dad... I hate to break it to you, but a Longsword only costs 15 gold pieces. Dad: Listen here! Do you have any idea how much gear I've had to sell off for half-value? You'll pay the 28 gold, just like your grandfather charged me! Grandpa: *mumbling in the corner* Damned ungrateful kids... the whole lot of 'em.... |