The rogue in our group got hit by a feeblemind spell yesterday and he failed the save. He also has the Hard to Fool feat from UC. Will that give me a new save in the round after?
Gut feeling says no, but the DM was kind and let me reroll the round after (to kinda prevent a potential TPK)
Well, my DM took one look and always completely abuses the round I am dazed, so the price is often hefty...
1. Party is surrounding monster. Monster decides who he's gonna hit, picks the party wizard and starts swinging his axe.
2. Enemy wizard is casting teleport.
i.e. does it work like a Magic the Gathering instant/interrupt?
But on the down side, it is generally impossible to make that check without some kind of help. At higher levels you will need a check of 40+, which is virtually impossible to make.Tip in that case: permanent anti-grapple magic like ring of freedom of movement ;-)
So my party has ended up in the middle of the desert. I want to give them a fun game of intrigue. The story arc is follows:
I'm trying to add some extra intrigue to it and come up with neat ideas for the bandits or reasons for people acting suspicious.
Maybe the extra intrigue is that the caravan leader is herself the spy and she tries to get rid of the person who is a secret agent trying to figure out why so many caravans get robbed or all 6 are the bandits and only the caravan leader is genuine.
Any ideas? I am slightly enclined to have an end-fight between party and bandits and then have desert monsters or evil organisation Z show up forcing everyone to band together. They learn that way there are heavy trade wars going on between different mafia-like trading guilds.
In the mean time, if things go too fast, I want to add some desert flavor and have the caravan enter storms, encounter oases guarded by monsters etc. Ideas on this would be welcome too.
In my experience as a lvl 17 wizard now, you do not run out of spells if there are a few encounters. You will run out of powerful spells yes, but eventually you can always resort to wands and staves for some blasting. It may not be as powerful as full round melee attacks, but then again, early in the fight you probably cast your high level spells to devastating effect.
One of my players wants to play a Mystic Theurge. Since we start at lvl 1, lvl 7 is way in the future and the Mystic Theurge is not really considered powerful (a 3wiz/3cler by definition is not really powerful compared to a full class imo), I was wondering what the pitfalls would be if I lowered the requirements so that MT can be accessed at level 5 (2wiz/2cler). Would full caster progression in both classes be too powerful if you get it 2 levels earlier?
If it turns out to be broken, I could always rule that the next MT level will not gain any spell progression. Might be I'm missing something important though that will completely screw balance if you can become MT at lvl 5.
I picked it based on this guide, but 2 dozen encounters later I haven't been able to use it efficiently. At our level all opponents can fly or teleport.
Reebo Kesh wrote:
We play once a week in a 3-4 hour session and have leveled from 4 to 17 in 42 sessions by using medium progression. Seems about right.
Quicken spell does not provoke an AoO and therefore no concentration check is needed if you are in melee range and want to cast a quicken spell.
Grapple states you need to make a concentration check to cast a spell.
I think that is where the confusion comes from. So yes, if you are grappled, you need to make a concentration check to cast a quickened spell.
It's a fantasy world! Maybe you can compare it with the real world medieval ages where magic would be common.
In the medieval ages, people went with their kids to public beheadings and tortures. It was a fun way to spend free time on a sunny afternoon. Toes and other body parts were considered to ward off nasty diseases and bring you luck. A mummified hand on the neck of a great wizard would be a completely normal thing. Just take a look at the spell component list. You sometimes need rather unusual stuff for mundane spells.
I see the argument that a mummified hand is gross and evil come up frequently. True, but only in OUR time and OUR culture.
Russ Taylor wrote:
That's 7 spells out of how many? I'd rather use my 7th level spell slot to prevent the enemy spellcaster from casting such a spell in the first place than hoping he'd cast it on me and not on one of my party members.
However, in campaigns where the DM uses the spells above AND on the spellcaster, it could be nice.
It makes spell turning a very sucky highly specialistic spell for its level though. Imho, spell turning should turn all spells affecting you. That would make it about right for it is a frikkin' 7th level spell which only reflects about 1 or 2 spells at that level.
It should be turned into a 10m/lvl dorment ability that you can trigger as an immediate action. "Turn spell" it should be called where you can redirect 1 single spell to a new target after it has been cast.
Marcus Aurelius wrote:
Well, I do. I'm the one hopping around all the time ;-)
Thanks for the answers! The rules clearly state that you can use a dispel magic to counterspell a spell-like ability though.
PRD also writes on page 554
Spell-like abilities, as the name implies, are magical abilities that are very much like spells. Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated (such as an antimagic field). Spell-like abilities can be dispelled and counterspelled as normal.
and on page 221:
Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.
I smell errata coming ;-)
If you want concentration checks to be more difficult, use the house rule our DM has put in place:
Concentration check = 20 + 2x spell lvl VS caster level +1d20.
Yup, that's right, from 15 to 20 and you don't get to add your int/cha/wis bonus to the roll. To top it of, everybody has the step-up feat for free. So basically, our casters are teleporting around all the time to get their spells off (not always possible, half the combats are in anti-teleport zones) or soak an AoO and hope the mirror image catches it ;-)
The rules state that spell-like abilities can be dispelled like other spells, but not counterspelled (except with a dispel magic).
Will a (greater) dispel magic 'dispel' spell-like abilities from monsters in the sense that it suppresses the ability (just like a targeted dispel on an item)?
Example: casting a greater dispel magic on a demon to suppress some of his annoying abilities like greater teleport or greater dispel. I can roll for every ability from highest to lowest to see if it gets suppressed or not.
The rules are a bit vague to me. It could also be that you can only dispel the effect of a spell-like ability after it has been used. For example, dispelling a Heroism from a monster that can cast heroism as a spell-like ability.
Could someone please clarify?
A good one that comes to mind is SM8 and the purple worm. As it comes, it's already a great grappler (and has the swallow whole special ability). Add in augment summoning and an enlarge animal and you're looking at a colossal worm with an additional +12 to STR and a CMB somewhere around 45...now that'll ruin anybody's day!
Well, not his day, but at least a swift or standard action needed to dispel the worm ;-)
After level 13+ I've never ever had an encounter with not at least 1 or 2 mobs that could dispel (at will often).
I'd make it more like a mechanical/magical compass that can be attuned on a certain location. From that moment on, it always points in the direction of its attunement point. It's like a normal compass with one button on it. Press the button to attune it to its current location.
It's kinda like a continuous know direction (0th level), but then with a changeable location (not always north). It will not work across planes though.
Shouldn't cost more than 10k imho. To add flavor to it, you can have it work like a normal compass as well and allow it to be used 1/day to teleport the party w/o error to its attuned location. This will add to the price of course but then it will act like a World of Warcraft heartstone for the party to its base of operations ;-)
They could have nerfed/changes spells more so that they are fairly weak and become stronger based on wizard special abilities.
A far-fetched example within this line of thinking could be that Fireball does 1d4/lvl and that a wizard at lvl 7 gets his damage hitdie increased by 1. Or that all crowd control spells allow a save at +4 every round after the initial save and the wizard gets an ability that lowers this bonus by 2 at lvl 8 and another 2 at lvl 16. That kind of stuff.
Or simply nerf spells hard and give all kind of metamagic abilities to wizards. Free quicken 1/day at every x levels.
Requires a lot of playtesting though, which I suspect is the reason Paizo didn't go this far ;-)
Abraham spalding wrote:
Why didn't they fix this in Pathfinder then? As a wizard you still hardly get any new abilities after lvl 8. That's 12 levels of silence except for some minor additions to an already existing ability. A transmuter get a few extra points of dex or con and a somewhat scaling polymorph self thingie over the course of 12 levels. Whoopediedoo. Only at 20 *some* specialists get a worthwhile new ability that doesn't weigh up to prestige classes that give new abilites *every* level.
I really wish they would give you really new stuff every level. Take the monk. New stuff at every level. Some minor, some heavy. Level progression of wizard is pretty empty after 8.
Jumping off a cliff (with featherfall or fly or something) and using baleful transposition. I had ALOT of fun with that one back in a 3.5 game. Not to mention a greater slide off the same cliff later that encounter. Any time you get a Wil E Cyote moment is OK in my book.
Until you found out that Baleful transposition does not work when the targets are not on solid ground :P
Not sure if it has mentioned before, but Mind blank still seems to be handy since the duration is 24h. At higher level, there's always a lot of mind-affecting magic going around and it also stops all forms of scrying including true seeing and see invisibility.
Cast a mindblank in the morning and a greater invisibility during battle and no opponent will see you unless they have tremorsense or something. Most high level monsters and default humanoid enemies with class levels have constant true seeing or see invis. They will NOT see you. Which generally is quite handy.
So I picked prismatic wall as a spell. The violet layer effects reads:
Energy field destroys all objects and effects.
Does it destroy equipment and magic items etc as well?
I can imagine the rule of intent being that any object you throw through the wall will get hosed by the violet layer, even if it is a magic item, but if you make your will save versus the planar trip, you and your equipment will pass.
An official ruling would be nice. I've googled around and there doesn't seem to be a concensus. I wished Pathfinder had clarified the rule a bit.
No they can't unless it's verbal only. Water, air and fire elementals do not have hands, only whirling elemental stuff. Earth elemental might have rough appendices, but far too rough to be able to make intricated spell casting. You need humanoid dexterity for the somatic components.
Material + Verbal might be possible if you can somehow redon your spell component pouch. This is usually only possible on an earth elemental.
So I disagree with the previous poster.
I have used 4 contingencies so far:
1. When I shout 'poof', cast greater invisibility. Often at start of combat. Saves the need to buff up the first round.
2. When I get below 40hp, cast Resilient Sphere around myself. Very handy when you are the subject of a full attack. You bubble after the 2nd hit or so and there you can stay for a round or 2 buffing/healing and re-entering combat. It's kinda like a paladin from World of Warcraft: when things go the wrong way, bubble up ;-)
3. Cast Dimension Door when I receive the Grappled condition. Monster grabs you, *poof* you're 60ft away.
4. Cast mirror-image whenever I need to roll initiative.
The 2nd one has saved my life 2 times now.
The thought behind it is that universalist wizard trades in special ability powers and extra spellslots for not having the need to use 2 spell slots for 1 spell from the two restricted schools. To me that is a seriously bad trade off.
Banned should be banned. There's virtually no need to become a universalist at all save for a few on-the-fly metamagic spells. I would choose 1 extra 9th level spell, 1 extra 8th level spell all the way down to an extra 1st level spell AND more specalist powers ANY day.
So yes, universalists should get more powers. Either that or the 2 restricted schools from becoming specalist should become banned again like 3.5 imho.
Talking about big guys and anti-magic aura or other area effects.
Would a colossal dragon be able to use a magic item if he resides even 5' inside a AMF? Would he suffer from a grease effect square if only the left toe of his colossal feet touches the greased square? Or do XxY squared creatures only suffer 1/X*Y chance of the effect?
Which kinda means that Scorching ray falls under the usual rules, which means fire res for every ray ;-)
Well, if we take Meteor Swarm as a similar spell where multiple meteors explode at the exact same time...
Once a sphere reaches its destination, it explodes in a 40-foot-radius spread, dealing 6d6 points of fire damage to each creature in the area. If a creature is within the area of more than one sphere, it must save separately against each.(Fire resistance applies to each sphere’s damage individually.)
I think that's a nice precedent for similar spells.