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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?
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.
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's the default way to determine a creature's CL for its SLAs? Normally, a Succubus's SLAs are CL12. What's her CL if she gains class levels? In 3.5, a Hound Archon Hero's caster level didn't change when it gained class levels, but a Pathfinder Drow's SLAs have a CL equal to their class level.
A Mirror Mephit (Expedition to the Demonweb Pits 208) can use simulacrum 1/day as a spell-like ability. Simulacrum has a 12-hour casting time, but Pathfinder Core 221 says, "A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description." How long does simulacrum take to cast as a spell-like ability?
Normally, if a Wizard scribes a scroll of haste into his spellbook, he casts it as a level 3 spell. What if the Wizard doesn't know haste and finds a scroll of Extended haste? What spell level would it occupy in his spellbook? Would it have Extend attached? Heigthen Spell increases the spell level in all regards. If I find a scroll of fireball (normally a level 3 spell) Heightened to level 5, what level will it be to cast?
Let's assume I'm a Wizard9 with a caster level of 9. I have 4 BAB. On round 1, I cast chill touch as a standard action. How many creatures can I touch that round? Starting on round 2, how many creatures can I touch? How does having a higher BAB affect the number of times I can touch something? How does haste affect this?
*This is how I interpret the spell. I seek your feedback.* SIMULACRUM
Simulacrum creates an illusory duplicate of any creature with which you are familiar. Familiarity is defined as killing/downing/defeating this creature in combat, or making a Knowledge check high enough to identify the creature, usually 10 + the creature's hit dice. This creature, once formed, has half the hit dice of the original (minimum 1 hit die). This affects BAB, saves, skills, feats, spells known, ability score bonuses from hit dice, class features, base languages known, and other HD-dependent abilities. The caster determines the simulacrum's feats, skills, class features, spells known, ability score bonuses from hit dice, and other selectable abilities. Unless an ability states otherwise (like a Ranger's fighting style), the simulacrum must meet all prerequisites for all its abilities. The simulacrum retains all abilities (supernatural, spell-like, or extraordinary) not derived from its original amount of hit dice, at their original caster levels. The DC may change because of the duplicate has fewer hit dice or a lower ability score. For example, a planetar is normally able to cast divine spells as a level 17 Cleric (level 16 in Pathfinder). A simulacrum planetar would still be able to do this, despite having only half its hit dice. If the caster who made the simulacrum planetar had a caster level too low to produce a simulacrum of its original hit dice (14 in 3.5, 17 in Pathfinder), the caster would need to remove 3 ability points (4 in Pathfinder) from the duplicate. A simulacrum has the same size, types, and subtypes as the original creature. It understands and speaks the racial languages of the base creature. If the simulacrum has Speak Language ranks (Linguistics in Pathfinder) that it would lose because of lost HD, the caster determines which languages the duplicate knows from Speak Language. You can't create a simulacrum of a creature whose HD or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is with a bonus equal to your caster level. A creature familiar with the original might detect the ruse with a successful Spot check (Perception in Pathfinder) opposed by the caster's Disguise check or a DC 15 + your caster level Sense Motive check. The simulacrum spell alone doesn't grant you any special means to communicate with it; for example, there is normally no telepathic link between the simulacrum and you. The simulacrum and you must have a common language or means to communicate. While your simulacrum is loyal and will follow your orders to the best of its ability (even suicidal orders), it can be deceived or mind controlled just as others of its kind. You can command it to follow another's orders or act autonomously and it shall to the best of its ability. For example, a simulacrum of a human could be Bluffed or affected by dominate person just as the original human could. If ordered to act autonomously, it would act brilliantly or stupidly, depending on its INT, WIS, and Knowledge. If ordered to kill itself, it would by the most efficient means it understands and is able to execute. A simulacrum can never increase in hit dice but can otherwise increase or decrease in power as normal for a creature of its types and subtypes: It can be healed as normal but dies at 0HP. (See below.) It can be enhanced or hampered by spells, permanent effects, and temporary effects. It can add spells to its spellbook. It can use magic items, and so on. Regardless of its types or subtypes, if reduced to 0 hit points or otherwise killed/destroyed, a simulacrum reverts to snow and melts instantly into nothingness. Raise dead and resurrection won't revive a simulacrum but a miracle, wish, or true resurrection can. Remember, the GM has the final say on what type of simulacrum you can make. GMs, remember simulacrum is meant to be a high level spell.
Pathfinder Core Rulebook 219 says, "Wizards can add new spells to their spellbooks through several methods. A wizard can only learn new spells that belong to the wizard spell lists." This doesn't even say the spell must be arcane! Summoners and other classes get spells from the Wizard's list at a lower level. Clerics and Bards sometimes do too. (Hello, plane shift!) Wizards can only get spells from their list, but even a standard Wizard benefits from Lowest Level Versions of Spells.
There was disagreement in 3.5 as well as to what PAO did. In Pathfinder, polymorph any object "changes one object or creature into another." Based on the examples, it can transform inanimate objects into creatures; hit dice differences are no factor. Surely it can grant me uber bennies for an eighth(!) level spell! The main controversy is this line: "This spell functions like greater polymorph, except that it changes one object or creature into another. You can use this spell to transform all manner of objects and creatures into new forms- you aren't limited to transforming a living creature into another living form." So PAO functions "like" a lesser spell, but... This seems like DM judgement. I planned to advocate to my DM using 3.5's PAO in Pathfinder. If I wanted to turn my Elf Wizard into a Planetar, I'd rule that these would replace the respective aspects on my current form: -STR, DEX, CON, and INT scores
I'd keep these aspects of myself:
Gaining these aspects of my new form is probably asking for trouble:
What do you think polymorph any object should grant as an eighth level spell?
In 3.5, a raven familiar could speak a language (usually Common) and activate command words and spell trigger items. I heard of creative uses for this and having a personal, loyal, flying artillery platform is something a Wizard would want. In Pathfinder, a Wizard can still get a raven familiar to speak a language. Spell trigger items like staves and wands still require a spoken word, as in 3.5. Activating command word items hasn't changed since 3.5. My DM is doubtful this would work, but the group has a craft-happy Artificer (nerfed a bit from Tome of Secrets, but still viable) who can make wands next level. I have the skill points to spare for UMD. We can still use unupdated 3.5 material. |