Druid wolf companions show nothing about wolf companions having low-light vision. Pathfinder wolves have low-light vision.
An incorporeal creature normally takes half damage from non-force effects and is only 50% likely to be affected by a non-damaging effect. An orb of fire (Spell Compendium 151) does d6 fire damage per CL (max 15d6) and forces a Fort save versus dazing. Would this spell affect ghosts? Can a ghost be dazed by this spell? Is there a 50% chance the ghost won't be dazed if it fails its Fort save?
Let's assume a Wizard casts fly on a Druid, and the Druid is knocked unconscious while the Druid is 40' above the ground. What happens to the Druid? If the Wizard goes KO but the flying Druid is conscious, what happens? Note that fly states: Quote:
Note that the spell duration doesn't explicitly expire, but the subject seemingly can't fly while KO.
What happens if I try to use command undead on a ghost? Does it suffer the 50% effectiveness?
Since elemental body I doesn’t change my creature type, and I'm normally a Medium Humanoid, can I turn into a humanoid-shaped Small air elemental then be affected by enlarge person?
Telekinesis can create a sustained force (which seems like a force effect), or perform a combat manuever (which also seems like a force effect). How do these interact with incorporeal creatures?
Intro
Displacer form turns me into a displacer beast:
Elemental body I lets me become a Small air elemental with these qualities:
End Result
Incantatrix for 3.5 is in Player's Guide to Faerun on page 61 and this version is discussed here. The Magic of Faerun from 3.0 and online is vastly different. Regardless, my DM believes that Cooperative Metamagic and Metamagic Effect require a skill check and use a higher-level spell slot. While this may be balanced, this does not seem to be the rules as written or the rules as intended. The point of the tremendous skill check is to avoid using higher level slots for metamagic, though unless your team focuses on boosting your Spellcraft, meeting these DCs for Persistent Spell (also in Player's Guide to Faerun) is mostly a mid-game or late-game reward. Cooperative Metamagic:
Cooperative Metamagic (Su): At 2nd level, an incantatrix gains the ability to apply any metamagic feat she possesses (except Silent Spell, Still Spell, or Quicken Spell) to a spell being cast by a willing allied spellcaster.
The caster need not prepare the spell in metamagic form or in a higher-level spell slot; the incantatrix simply modifies the spell during the casting. Using this ability is a standard action that provokes an attack of opportunity, just like casting a spell, though the incantatrix can use the Concentration skill with this ability as though she were casting defensively. The incantatrix must ready an action to use cooperative metamagic when her ally begins casting and must be adjacent to the caster. The incantatrix must make a Spellcraft check (DC 18 + [3 × modified spell level]) to succeed. “Modified spell level” is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Any spell level increases from metamagic feats that the caster applied also count toward the modified spell level. For example, if an incantatrix applies the Maximize Spell feat to an ally’s chain lightning spell, the modified spell level is 9th (6th for the spell, +1 for the Maximize Spell feat), and the DC is 18 + (3 × 9) = 45. If she applies the same feat to an ally’s silent chain lightning spell, the modified spell level is 10th and the Spellcraft DC is 48. An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier. Metamagic Effect: Metamagic Effect (Su): At 3rd level, an incantatrix can attempt to apply a metamagic feat she possesses to a persistent spell effect that is already in place.
For example, she could use Extend Spell to extend the duration of a wall of force or Maximize Spell to maximize the damage dealt by a cloudkill. To use this ability, the incantatrix must be adjacent to or within the spell effect and make a successful Spellcraft check (DC 18 + [3 × modified spell level]. “Modified spell level” is the level of the spell slot that the spell would occupy if it were prepared with the metamagic feat applied. Spell slot increases for metamagic feats that were applied to affect the spell’s casting (such as Still Spell, Silent Spell, or Quicken Spell) do not count toward the modified spell level, but adjustments for metamagic that change the spell’s effect (such as Empower Spell, Enlarge Spell, or Widen Spell) do count. For example, applying the Extend Spell feat to a wall of fire gives it a modified spell level of 5th (4th for the spell +1 for the Extend Spell feat), so the DC would be 18 + (3 × 5) = 33. If the wall of fire had been cast with the Silent Spell feat applied, the DC is still 33, since that feat applies to the spell’s casting, not its effect. On the other hand, extending an empowered wall of fire would give it a modified spell level of 7th and a Spellcraft DC of 39. An incantatrix can use this ability a number of times per day equal to 3 + her Int modifier. Using this ability is a full-round action that provokes attacks of opportunity.
Let's assume a lillend tries to use her hallucinatory terrain spell-like ability which mimics a level 4 spell. What's her Concentration modifier?
My main contention with his ruling is with manifester level checks with the Psionic Mastery feat (Complete Psionic 59). "You can take 10 on manifester level checks (as if the manifester level check were a skill check)." While this above text doesn't specifically mention I can use this under duress, the GM has allowed me to do so. (Complete Arcane's Arcane Mastery functions the same way for arcane caster level checks, and was errataed to allow use under duress.) EDIT: I like these arguments. Thank you, but please post them on my RPG.net post.
My GM checks the RPG.net boards. You add your support here. URL: http://forum.rpg.net/showthread.php?p=12443284#post12443284
That's what my GM vehemently argues. He would be persuaded to say "Taking 10 takes only as long as a normal action" if there were official clarification on this. Where can I find such a thing? EDIT: Please post your supporting arguments on my RPG.net post. My GM reads RPG.net's board far more than this Pathfinder board.
I drop item slot affinities. I want players to be creative. Boots of INT +2 and faerie fire at will should not cost more for breaking a stereotype. I also combine magic item creation feats. There's "Craft Continuous Item," "Craft Charged Item," and "Craft Construct." Wizards, Artificers, and other characters who get only specific subsets (scrolls, potions, rings...) still get only those. Defining what makes a "wondrous" item or "magic armor" gets blurry when wondrous items can do effectively anything. Let's be honest here and not waste feats. In the end, you're trading your feats to save some gold and maybe make items the DM wouldn't hand you. Staves and wands effectively do the same thing, but staves are a higher level version of wands. (Magic item crafters worth their spells who must invest resources into making these items only put 1 spell on a staff.) Why should I pay 2 feats just to spend lots of money to make expensive glowsticks I'll be hesitant to use because of the cost? As for custom magic items, by the charts, it's OK. Price it as you see fit (and I recommend against the artibtrary body slots; lawyers will bog you with questions) then tell your player it's OK. Go wild with Boots of Protection, Amulets of Protection, Scrunchies of Protection, and so on. If it's slotted, it costs one thing. If not, it costs double.
The group has an Artificer and an Incantatrix. The Artificer uses greater magic weapon then item alteration (Eberron Campaign Setting 113) to change the bonus type to "awesome." The Artificer then uses greater magic weapon to grant an enhancement bonus on the weapon. The Incantatrix then Persists the second greater magic weapon. How long does each greater magic weapon last?
What I don't understand is why a level 7 spell with an expensive material component has a save. Wall of force cast once or twice could trap most creatures. Pathfinder added "Reflex negates" to forcecage so melee was less hosed. As for making the save, the targets should be able to leave the cage's area to the nearest available space.
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