What would happen if a wizard cast imprisonment in an extra-dimensional space?
Say inside a mage's magnificient mansion or similar.
imprisonment:
When you cast imprisonment and touch a creature, it is entombed in a state of suspended animation (see the temporal stasis spell) in a small sphere far beneath the surface of the ground. The subject remains there unless a freedom spell is cast at the locale where the imprisonment took place. Magical search by a crystal ball, a locate object spell, or some other similar divination does not reveal the fact that a creature is imprisoned, but discern location does. A wish or miracle spell will not free the recipient, but will reveal where it is entombed. If you know the target's name and some facts about its life, the target takes a -4 penalty on its save.
Will the imprisonment work or will it fail since there is no ground beneath an extra dimensional space?
First I cast prismatic wall right behind the target.
Next I cast clashing rocks, such that the rocks come from behind the prismatic wall and in front of the balor
As illustrated
Now the rocks behind the wall would hit the wall and disintegrate, but the rocks in front of the balor would hit it dead on, and considering their +28 bonus on str checks, would they then be able to push balor into the prismatic wall?
If yes, what if the balor makes it reflex save? it says it still gets hit by the rocks in the spell
First the new question, assume I equip a guy with a ring of friend shield, then cast temporal stasis or imprisonment on him. Will I then be able to let him soak half of all my future dmg?
Now the old question, which to some extend have been discussed here but with no conclusion.
Would it be possible to wear two ring of friend shield and thus reducing the dmg even further? if yes, how much would you recieve? 1/3 or 1/4?
I have a problem with the following rule taken from invisibility:
Quote:
A creature can generally notice the presence of an active invisible creature within 30 feet with a DC 20 Perception check. The observer gains a hunch that “something's there” but can't see it or target it accurately with an attack.
Consider a stealthy spy, with +30 to stealth. When fully visible this spy is able to sneak with 30 feet or his targets without them ever noticing, but the second he becomes invisible you get a hunch someone is there and it suddenly gets much easier to detect him.
Should the DC not somehow depend on your stealth modifier, instead of just beeing a static number?
Last night the party I'm GM'ing for went into delvehaven. were they encountered the deadly triceratops. The wizard had however prepared command undead and since the triceratop is non intelligent it only managed a suprise hit and then 2 more due to winning the initiative before the wizard cast command undead. Since there is no save for nonintelligent creatures it was an automatic succes. It then took him an extra round to bring it under control due to the fact that his first order to it was to back away which it did, while firing a searing darkness against the paladin. They then proceeded to the armory, where the triceratops made short work of the shadow mastiffs. After the shadow mastriffs howl, Jair came up in mist form to check on the intruders, when he saw that they had taken possesion of the triceratops. He lured the bard away and took possesion of him, and commanded him to attack the triceratops (which he fortounately resisted, it then commanded him to attack the wizard controlling it, which he did) Alas to no avail other than an unconcious bard. This was the point that our gnome got the bright idea that with a little handiwork the barding on the horse could be used to make a near tank out of their friendly triceratops.
Finally they decided that they needed to break the domination on the bard, which they used 2 dispel magic scrolls and 1 break enchantment charge before succeeding.
I was at this point dreading the effect this powerfull ally could have on the rest of the dungeon, although they would not be able to bring it the the lowest level due to the small stairs, they would have a serious advantage in the rest.
My worries would soon turn out to be unwarranted however, since the next real encounter, besides my quickened dolls was on the will-o'-wisp which materialised inside the triceratops and made an interesting yet short encounter. Upstairs there wasn't really anything to fight, and downstairs they were unable to bring it into the insect museum and beyond, so the wizard told the triceratops to attack anything who came close to it without the company of the wizard. This the gnome sorcerer completely forgot, when he chose to run from the mad fighter who was attacking his friends inside the ship-room and back to his huge new friend, only to be blasted with a bolt of searing darkness.
After a couple of rounds things got under control again, and they decided to rest. They went upstairs again cut the bridge on the first floor, and set the triceratop to guarding just outside the guest rooms they slept in.
At this point I decided that a little intervention would be in place next morning the fighter was the first to exit his room, which landed him a rough awakening by a triceratops. On the other side of the collapsed bridge he spotted 3 very white humanoids, 2 which was casually looking and a third who was in deep concentration.
The gnome came out from his room a bit further down the hall and unleashed a fireball wand at the 3 vampires on the other side, which caused them to flee, leaving the triceratops once again nonintelligent. The wizard however was still a good minute or so from having prepared his spells.
The triceratops began to pound in the door to the guest room with the fighter and the bard, the bard decided to make a silent image of another wall 5 foot from the backwall which they hid behind. 3 rounds later the triceratops had broken down the door and enough of the wall to be able to enter the room. Knowing their doom, the fighter braced his glaive for one last hit... And scored a critical hit for 82 points of dmg which killed the already wounded triceratop.
I thought it turned out awsome. I was just wondering if any other GM have experienced the players use of command undead on this mighty beast, and what the results from this was?
The spell ventriloquism can that be used for making the verbal component of a spell? During our session my bard used ventriloquism several times, in order to camouflage his spellcasting, making the verbal component appear 40 ft away, which effectively turned all spells to silent spells. If the above is legal, will it enable the bard to cast spells while standing in a silence spell, since he can throw his voice outside the silence spell.
A side question to the above is, can ghost sound be used in the same way?
The next question; is a ray considered a weapon, specifically regarding the inspire courage ability from bards, which gives a +2 to all weapon dmg rolls.
Another question; we found that a very effective combat opener was for the arcane trickster to start combat with a scorching ray which my bard had readied a pyrotechnic spell on. Can me and my allies close our eyes, at the moment the pyrotecnics is fired, since we know that it is coming?
What about mid combat, will my allies have time to close their eyes if i scream pyrotecnics and blast away?
Finally our gamemaster thinks that all the detect spells are too powerfull. (we use detect magic through the whole treehouse in order to see any magic items inside and see if anyone is moving around. And to negate any magic traps whose aura hasn't been hidden.) Have you guys ran into the same problems with detect spells? and how have you handled it?
I can't help but notice that the Eidolons spell-like ability still has no caster lvl, is this an oversight or am I missing something? (the caster lvl would be relevant when you combine it with arcane strike)
Another thing that does not sit right with me is that the Eidolon pays no material cost, because it cast spells as spell-like abilities. This means that it can cast wish for free at higher lvls. Is this really what was intended?
We noticed in our group that you need a melee weapon to threat another creature, but since my wizard only carries a crossbow he can't threat.
As a response I said that he just use the crossbow as an improvised weapon in melee, as far as we can see you DO threat with an improvised weapon. It does however seem rather cheezy.
Today my GM came with the counterargument that if you can use an crossbow as an improvised weapon, you can also use a belt or your boots, AND if you look under the improvised weapon description it says nothing about needing to wield your improvised weapon in your hands, so you could by RAW make an attack with you belt while its holding your pants up, or with your boots while they are on your feet, and thus you would always be considered armed.
Clearly this is not the intention with the rules, we are however a bit unsure what was intended.
my best bet is that the intention is that you can in fact use everything as an improvised weapon, but if the improvised weapon is worse than an unarmed strike, you provoke attack of oppertunity and you do not threat. If it is better, you do not provoke attack of oppertunity, and you threat with it.
Have we missed some rules in the book? - or do you guys have a better suggestion?
Hi, I know this item have been discussed a lot as it already is, and I'm not trying to open up that big discussion again.
My first question is this:
If I create a headband of Vast intellect at 3 lvl, I would be able to choose its skill, will I then be allowed to choose flying as a skill?, (it says in the skill description for flying that you cant take ranks in it before you have the means of flight)
Second question:
If I create it with Linguistics, will I then be able to new languages each time I take off the headband and then wear it for 24 hours?
Hi, I have a few questions with regard to interrupting spellcasting:
Can you use a counterspell against a spell with a casting time of a swift action? - I know it says in the book that any metamagic feats does not change anything with regards to a counterspell, but what about spells like featherfall which already have a swift action cast time?
Another similar question is:
In 3.5 it was considered more optimal to ready a dmg spell against an enemy caster in order to interrupt a spell. Is it also possible to ready a dmg spell to interrupt a swift action spell?
Lastly:
Can dispell magic counterspell a prismatic wall? It says under primatic wall that it cannot be dispelled by a dispell magic, but can i be countered by it?
First:
Can a monk use a wand with a touch spell, hold the charge untill the next combat even if there are weeks till that happen?
Second:
There seem to be a lack of information regarding what holding a charge is like:
Are there any visible effects?
Can a detect magic detect it?
What happens if a character holding a charge is hit by a dispel magic?
What if a character enters a grapple with someone - can he automatically use touch attacks against people who are grappling him?
What if you die, do you loose the charge?