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Makes sense. Thanks for the reply.


The Summon Giant Ally I spell states that it "functions as" Summon Nature's Ally VI. Does this mean that the creatures from Summon Nature's Ally VI are available to be summoned by Summon Giant Ally I? Normally, I would think yes, but the description is unclear to me.

Summon Giant Ally wrote:
This spell functions as summon nature’s ally VI, except its casting time is shorter and you can summon one cave, hill, marsh, river, slag, stone, or wood giant.


Suppose I have 3 spells that each cause shaken and I hit the same target with all 3. Based on the rules, they would stack as follows:

Spell A -> Target Shaken
Spell B -> Target Frightened
Spell C -> Target Panicked

I'm wondering, if one of those spells expires, does the target remain Panicked, or does he step down to frightened?

Fear Ability wrote:
Becoming Even More Fearful: Fear effects are cumulative. A shaken character who is made shaken again becomes frightened, and a shaken character who is made frightened becomes panicked instead. A frightened character who is made shaken or frightened becomes panicked instead.


What I'm gathering is that as a mental exercise, you're iteratively adding more powerful spells the world and reflecting on how that would affect the culture, then when you're done iterating, what you have is the setting for starting a campaign. I think that could provide a fun foundation for a campaign!

I could also see the exercise itself being the premise for a campaign - magic has just been discovered and societies are in the midst of reacting to it as all these people come out of the magic closet. I guess that's kind of what X-Men does... (I don't follow X-Men much, but that's my interpretation.)


Grumpus wrote:

I agree that allies are affected, which is a bummer.

This spell seems better suited to be used by the gm to buff their bad guys (or solo bad guys).

Thanks for the replies. Yeah, it probably is best for a boss type. I think I'm going to suck it up and use it though, because I'd really like to combine it with Improved/Greater Dirge of Doom. If I can get it off before initiative, then I'll have time to either prevent the effect on my allies with Inspire Courage, suppress it with Remove Fear, or, next level, I can get rid of it with a Soothing Performance.


Yes, I think the ring only adds to your known spell list and does not give you another spell per day.

Depending on your goals, you may be interested in a Page of Spell Knowledge. It's cheaper and you don't have to wear it, but you can't change it out or get access to spells not on your class's spell list like you can with the ring.


Are my allies subjected to the effects of Horrific Doubles, in particular, having to make a will save on sight to avoid being shaken? RAW, it seems very clear that, yes, they are subjected to the effects because they are "creatures," not "enemies", but it seems weird to me that a largely defensive personal spell would have negative effects on allies. Just looking for second opinions before I start Inspiring Courage and Removing Fear to clean up my mess...

Horrific Doubles:
You create several illusory doubles of yourself, where you and each image all seem slightly off or wrong in appearance. Treat this spell as mirror image, except as noted.

Each creature that can see the doubles must succeed at a Will save or become shaken for as long as it can see any of the doubles. A successful saving throw negates the shaken condition and renders the creature immune to the further effects of this spell (beyond the usual effects of mirror image). In addition, the first time a creature that failed its initial saving throw destroys one of the images, it must succeed at a Will save or its perception of the double shifts at the last second. The double takes on the face of the attacker, the face of a loved one, or some other equally disturbing image, causing the attacker to become frightened for 1 round and take 1d3 points of Wisdom damage from the traumatic shock. Both additional effects are mind-affecting fear effects, and spell resistance applies against them.

If your campaign uses the sanity system, a creature takes 1d8 points of sanity damage instead of Wisdom damage.