[Spell] Dispel Magic can be a pain.


Magic and Spells

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Okay, really we're looking for a way to simplify resolution in the middle of combat. Further, all-or-nothing appear to be on the table.

What about adding a method of using the spell?

A combat dispel works like this:

1} You've got a bunch of buffs and wards and stuff running.
2} I cast dispel magic on you, using a "combat dispel".
3} You get a Will save (which you aren't permitted to voluntarily fail).
4a} If you fail, ALL spell effects on you NOT produced by magic items are immediately suppressed for 1d4 rounds.
4b} If you succeed, there is no effect.

A DM keeps two stat blocks, max. Players are responsible for knowing what's happening to their statblocks. Plot items and always-on effects are preserved. Compulsions still work. It's one roll. Like always. It's not a ridiculous save-or-die due to reasonable duration.

Details obviously are open to discussion, such as scaling this to make the save harder at higher levels since the spell level won't change and opponents' save bonuses will. Other uses might be worth changing casting time to somewhere between 1 round and 3 rounds, to encourage use of "combat dispel" but still leave legacy dispels available when they're really more appropriate.

Opinions?


No offense, but this just keeps getting more and more convoluted as we roll along . . . I'd really rather just say screw it and stay with the 3.5 version.


KnightErrantJR wrote:
No offense, but this just keeps getting more and more convoluted as we roll along . . . I'd really rather just say screw it and stay with the 3.5 version.

None taken, but I'll admit to being confused. A saving throw just like 80% of the other spells in the book is convoluted? Seriously? I could wrap my head around you not liking the idea, but your choice of words has me kind of befuddled.


Anguish wrote:

None taken, but I'll admit to being confused. A saving throw just like 80% of the other spells in the book is convoluted? Seriously? I could wrap my head around you not liking the idea, but your choice of words has me kind of befuddled.

Its less about the option itself, rather than that is is presented as adding another option to the casting of the spell. Its been my experience that the more text a spell has, the more likely a player is to skip over that spell in favor of something that can be summed up in a paragraph or so.

Sorry about implying that your actual mechanics were at fault. I should have worded my comment more carefully.

Liberty's Edge

hmarcbower wrote:


I like the idea of feats that can improve its potency, even, as suggested above.

The best way to improve the potency of a Dispel Magic is to Empower Spell it.

Even with my proposed change - rolling once against each target - adding 50% to the D20 roll is quite significant.

Since I don't think it's considered an opposed roll or random effect (such as Confusion), it should qualify for that feat.

Robert


Just a few thought and comments especially in regard to some of the suggestions made.

Jason Bulmahn wrote:


When using a targeted dispel magic, you can dispel X number of spells on a target, where X is equal to 1 + 1/five caster levels above 5th (2 at 10th, 3 at 15th, 4 at 20th). This means that you start with the highest level spells on a target and work your way down until you run out of spells to check against, or you run into your maximum number that you can dispel. Area dispel would be unaffected.

In addition, what if the check made to remove a spell is simplified a bit. It is still a caster level check, but the DC is equal to 10 + twice the spell's level (10 for 0, 12 for 1st, 14 for 2nd, 16 for 3rd, etc). I am less certain about this part than I am the previous part.

The first part does little to address the number of checks made, it merely limits the number of effects dispelled that have to be recalculated for (unless you mean X number of spells is the max number of checks, which seems an arbitrary limit). It also adds the bookkeeping of tracking spell level.

The second part means that at 5th level I can dispel a 20th level casters 1st level spell as easily as a 1st level caster's. The only good thing about it is it takes spell level into account.

Epic Meepo wrote:


Make both targeted and area dispel attempts all-or-nothing effects. For each affected creature, you either beat the highest caster level and dispel all effects on that creature, or you don't beat the highest caster level and dispel nothing. (To keep area dispels from becoming too powerful, allow creatures affected by area dispels Will saves to avoid losing their spells.)

This does simplify the checks and can reduce the recalculation bookkeeping. The question is "Does this make Dispel Magic Too Powerful?"

toyrobots wrote:


I really think we need one roll that strips out spells from weakest to strongest. The Margin of Success on a CL check vs. the enemy caster's CL is a good tool for that. Beyond that, there are many factors that can be manipulated, such as the "DCs" [Enemy CL + (SL * x)] where x could be anything the designers think is fair.

I like the idea of one roll and anything with a DC below that roll is dispelled. Adds bookkeeping to track the DC of all spells on a target though and will add to the recalculating time.

Robert Brambley wrote:


NEW WAY: Roll 1d20 against each creature - add Caster Level (up to 10).
DC to dispel a spell: HALF caster level (round down) PLUS Level of spell. (so 18th level wizard casting Mage Armor is easier to be dispelled than the same wizard's Polymorph Any Object.)
Take the result of the D20 + caster level and compare it to creature target. Start at the highest level spell in place and work your way down until the ONE roll removes a spell.
Number of rolls: 5 (provided there are 5 creatures in AoE). Difference of about 15 rolls per spell use!

Love your change to the DC. I may have to use that for my house rules if Jason doesn't use it in the final release. You definitely simplify the number of rolls, but there is slight additional bookkeeping to track both caster and spell level.

-----------------
Lots of interesting approaches. I think it is important to determine WHY Dispel Magic is problematic before we can effectively fix it.
Is the problem:
A) The number of rolls made
B) The recalculating of Characters stats when buffs are dispelled

If A is the cause, then the solution must involve reducing the number of dice rolls. To this end I put forth the idea of Roll once and compare to DCs of each target as an option. Does this nerf the spell too much with one bad roll making it wasted? If so, then would one roll per target creature/object/each individual effect in area not on a creature or object work? A side question being if a single roll is used, should only one spell be dispelled or all spells on a target that have a DC below the check, and if only one how do you decide which one, especially if more than one have the same Caster and Spell Level?

If B is the cause, then aside from the "all or nothing" approach there is no way to simplify this. One effect per target per casting is the minimum you can do and that is where it is right now.

RPG Superstar 2009 Top 16, 2012 Top 32

Freesword wrote:
Epic Meepo wrote:
<proposes all-or-nothing dispel magic>
This does simplify the checks and can reduce the recalculation bookkeeping. The question is "Does this make Dispel Magic Too Powerful?"

Considering the fact that blindness/deafness is only a 2nd-level spell, I don't see how an all-of-nothing 3rd-level dispel magic is too powerful. In many situations, being blinded is just as bad as being completely debuffed.

Also, lesser globe of invulnerability is only one level higher than dispel magic, and lesser globe doesn't even require a caster level check. It just shuts down all 3rd- and lower-level spells. You have no idea how many times I've seen a lesser globe absolutely wreck havoc on spellcasting villains in various Adventure Paths.

And by comparison, a 6th-level all-or-nothing greater dispel magic is on the same spell level as antimagic field, which is not only a total spell-effect debuff, but also a magic-item debuff and an auto-counterspell, all without requiring any caster-level check.

---

All of that being said, if an all-or-nothing dispel magic is too swingy, I'd be fine with having the all-or-nothing dispel option merely suppress spells for X rounds.

So you could use dispel magic to do one of three things:
1) target one specific spell to permanently end that spell (caster level check required, no save);
2) target one creature or object to suppress all of its magic for X rounds (caster level check required, no save);
3) target an area to suppress all magic on creatures in the area for X rounds (caster level checks required, each affected creature gets a save).

So either you're permanently getting rid of one specific effect (which is easy to adjust for); or you're temporarily getting rid of all effects on a given creature (also easy to adjust for, since you just revert to the creature's non-buffed stat block for X rounds). Adjust X as necessary to mitigate the swinginess of an all-out debuff.


Epic Meepo wrote:

Also, lesser globe of invulnerability is only one level higher than dispel magic, and lesser globe doesn't even require a caster level check. It just shuts down all 3rd- and lower-level spells. You have no idea how many times I've seen a lesser globe absolutely wreck havoc on spellcasting villains in various Adventure Paths.

...? This is something I don't understand.

First of all, a Globe of Invulnerability (either Lesser or not) is immobile; you cast it, and it forms right where your caster is, but then you cannot move it along with you (in fact, it states that "You can leave and return to the globe without penalty.")

Second, it clearly states that "Spells of 4th level and higher are not affected by the globe, nor are spells already in effect when the globe is cast.". This sentence is a little ambiguous, but it seems to imply that every spell that is active in the area where the Globe is created is not suppressed (to avoid the caster itself to be denied bonuses from pre-existant lower-level spells).

So, if you cast it near a foe which is under the effect of Mage Armor, Shield, and Blur, NO spells are suppressed, since the spells are already in effect when the globe is cast.
If you cast it far from a foe... well, you COULD suppress their effects, provided that such foe enters your Globe's area.


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
Abraham spalding wrote:

Which is why I use buff index cards. Just keep the ones out you are using and put the rest away. Roll, add, flip through the cards to add.

Or just write it on a different piece of paper that you don't mind marking all over.

Perhaps a change to the common character sheet would help with all of this. I don't use the published sheets, as I have a simple design set up in a word processing program, that allows me to customoze and modify easily.

Another idea could be a "deck" from Paizo, with all of the buff spells and their modifications to stats and abilities listed on the cards, one spell per card. With a few variants for different caster levels. So, if you have Bull's Strenght (+4 str) and Cat's Grace (+4 dex) and Divine Favor (+3 luck attack & damage) cast, you would have those cards at the ready. If you are in the effect of a Dispel Magic spell, and say the Divine Favor and Cat's Grace are dispelled, those cards quickly tell you that you lose +3 luck from attack and damage, +2 to AC, +2 from Reflex saves, +2 from Dex skills).

The cards could even make it easier to know which spells stack and which don't.


KnightErrantJR wrote:
No offense, but this just keeps getting more and more convoluted as we roll along . . . I'd really rather just say screw it and stay with the 3.5 version.

I think the exception is with Robert's suggestion about using a single roll for area effect dispels. That is much simpler, I think.

RPG Superstar 2009 Top 16, 2012 Top 32

The Wraith wrote:
<stuff about lesser globe of invulnerability>

You're right.

I keep forgetting that the lesser globe effect that I keep seeing screw with casters in high-level games wasn't the spell itself, which is immobile. It's that freakin' protective aura of the angel that our cleric keeps calling with planar ally. A protective aura that works like a mobile lesser globe of invulnerability is seriously obnoxious.


Just an idea, why not limit the number of buffs a player can have so that the spell doesn't become so disruptive during combat. Have a maximum number around 4/5/6? New buffs replace an existing one (player's choice). This would make all the combat easier to book-keep and limit the need to change so many spells (see 1 min/level thread for example).


Pathfinder Maps Subscriber; Pathfinder Roleplaying Game Superscriber; Starfinder Charter Superscriber
tricky bob wrote:
Just an idea, why not limit the number of buffs a player can have

Several have suggested this. I personally do not like limiting players, due to the possible abuse by a few players.

I would much rather find another solution to the problem of constantly buffing players.

RPG Superstar 2009 Top 16, 2012 Top 32

Mistwalker wrote:
tricky bob wrote:
Just an idea, why not limit the number of buffs a player can have

Several have suggested this. I personally do not like limiting players, due to the possible abuse by a few players.

I would much rather find another solution to the problem of constantly buffing players.

Agreed.

Also, the idea of a buff limit stretches in-game logic a bit. A fighter who's never cast a spell in his life has no magical ability at all... Until someone casts buff number seven on him, and then he can suddenly and instantaneously control what magical effects do and do not apply to him.

Also, there is no game definition of "buff spell." So what exactly are we going to limit, and why do only those magical effects have limits? Why can you be affected by unlimited harmful spell effects but only a limited number of beneficial ones?


One way of reducing the reliance on buffs would be to take a leaf from 4e's playbooks and reduce the number of bonus types in play. In 4e, almost every spell (or prayer, or exploit, or whatever) that enhances a character provides a Power bonus, which means that there's little incentive to stock up on ten different buff spells.

Another issue that might simplify buffs would be to have them affect the stats that are actually used. So cat's grace wouldn't give +4 to Dex, it would give +2 to AC, Reflex, ranged attacks, initiative, and Dex checks.


Epic Meepo wrote:
I keep forgetting that the lesser globe effect that I keep seeing screw with casters in high-level games wasn't the spell itself, which is immobile. It's that freakin' protective aura of the angel that our cleric keeps calling with planar ally. A protective aura that works like a mobile lesser globe of invulnerability is seriously obnoxious.

Yes, don't tell me; a Druid of one of my groups had the Saint template from BoED (as well as the Vote of Poverty !...), which gave him the angel's protective aura as well... what a pain it was !!!

Liberty's Edge

Jason Bulmahn wrote:

Dispel magic can be one of the most disruptive spells to cast in the middle of a combat. I have been thinking for a while about altering this spell to something a bit more user friendly.

For example, you might change the spell so that its casting time varies. The targeted dispel might remain a standard action to cast, but the area dispel might take 1 minute.

This keeps the versatility, but removes some of the time sink that occurs when this spell is cast.

Thoughts

Jason Bulmahn
Lead Designer
Paizo Publishing

What about removing the Dispel check completely & just giving targeted opponent/opponents a Saving Throw?

I am currently playing in a hybrid 3.0/3.5 game where it is done this way & it streamlines gameplay quite a bit.


Mistwalker wrote:
tricky bob wrote:
Just an idea, why not limit the number of buffs a player can have
Several have suggested this. I personally do not like limiting players, due to the possible abuse by a few players.

How could you possibly abuse a system that limits you more than a system that does not?

Epic Meepo wrote:
Also, the idea of a buff limit stretches in-game logic a bit. A fighter who's never cast a spell in his life has no magical ability at all... Until someone casts buff number seven on him, and then he can suddenly and instantaneously control what magical effects do and do not apply to him.

You're making the assumption that a solution like that would allow the player to switch his "buffs" in and out as he pleases. It could be that once you have X number of "buffs", you simply don't get anymore.

A "buff" limit would entail a lot of meta-game thinking, but then again, so does resolving dispel magic in the first place.

One undeniable aspect of imposing a buff limit is that things will necessarily become more simple, and I'm a big fan of simple.

Epic Meepo wrote:
Also, there is no game definition of "buff spell." So what exactly are we going to limit, and why do only those magical effects have limits? Why can you be affected by unlimited harmful spell effects but only a limited number of beneficial ones?

A "buff" spell is a spell that provides a direct benefit to the player, and has duration. Honestly, I think it's extremely straight-forward to determine what is and is not a "buff".

While I would advocate such an idea, I guarantee that it would never implemented. We're either going to see things stay the same, or invite an unnecessary complication into dispel magic.

Still, I don't see why keeping two separate sheets is such a big deal. It seemed to be largely dismissed, but isn't it necessary to have the "unbuffed" sheet before the "buffed" sheet anyway?

Plus, with the "1024 combinations" argument, there is a very good chance that if you are running upwards of ten buffs, many of them will have no (or negligible) effect on calculations. For example, freedom of movement, death ward, contingency, stoneskin, etc. require no modification to any bonuses.

As I've said before though, if you're going to run around with magic flying out of your %^$ then expect to do the book-keeping.

Jason Bulmahn wrote:
For example, you might change the spell so that its casting time varies. The targeted dispel might remain a standard action to cast, but the area dispel might take 1 minute.

A targeted dispel is just as disruptive as an area dispel. Unless I'm missing something fundamental, I don't really see what this modification offers other than removing the option of area dispel from players in a combat situation.


Jason Bulmahn wrote:

So, I am just working with some ideas here on how to ease up on this spell a bit, as far as time expenditure is required. Note that these are just some ideas I am toying with, nothing is set in stone.

When using a targeted dispel magic, you can dispel X number of spells on a target, where X is equal to 1 + 1/five caster levels above 5th (2 at 10th, 3 at 15th, 4 at 20th). This means that you start with the highest level spells on a target and work your way down until you run out of spells to check against, or you run into your maximum number that you can dispel. Area dispel would be unaffected.

In addition, what if the check made to remove a spell is simplified a bit. It is still a caster level check, but the DC is equal to 10 + twice the spell's level (10 for 0, 12 for 1st, 14 for 2nd, 16 for 3rd, etc). I am less certain about this part than I am the previous part.

I am still toying with this issue.. thoughts?

Jason Bulmahn
Lead Designer
Paizo Publishing

Not a fan of this. You will have different DCs to calculate for each spell of different level, instead of the same DC for a spellcaster.

Instead of rolling for all spells, you will have to remember that you can't dispel more than (1/5 caster level) spells... Not sure it will be better. Once you figured the DC, it's not that long to roll, not more than rolling a 20 dice damage spell. But as someone pointed it out, it's all the debuffing that takes time. Problem is the buff spells, not the dispel magic spells.


The biggest problem with Dispel Magic in my opinion is that you need so many rolls.

In my games I've changed it to a single dispel roll, not a separate roll for each effect.


Daron Farina wrote:
One undeniable aspect of imposing a buff limit is that things will necessarily become more simple, and I'm a big fan of simple.

How about a more organic limit: one buff per whatever ability? If you're getting an attack bonus buff from Inspire Courage, you can't also be getting one from Bless, Prayer, or True Strike.

Or possibly have three categories: Persistent (e.g. magic weapon), Lasting (e.g. Bless) and Instant (e.g. Smite Evil).

Silver Crusade

Well, to me, Dispel Magic is one of those spells you don't mess too much with. It tends to be used in our group when we can't hit the target reliably. It has nothing to do with rolls, it's the fact that we get about 3-5 rounds to act and wasting one to have less than a 50% chance to get rid of effects when we need to heal or our time could better be used buffing is not an issue. I don't think it needs to change. Sometimes, you just need to do some rolls. Enough spells are all or nothing and I like that this one lets you get a chance at several spells if they have it up. It does require a recalculation but if you take it one spell at a time, it's not so hard and your players will forgive you or not let you forget that stuff has fallen. On our fight with mokmurien it took less time to do the dispel magics then it took for our fighter to get and calculate his four attacks. If you know your players may likely cast dispel magic, you can easily mark out the spells your mage has prepared and put a little checkbox by them. Maybe even mark what happens when they go away.

Silver Crusade

I don't really see a need for a change to this spell. Dispel magic hasn't been a problem at my table, nor at any of the tables I've been a player at.

Too many dice rolls? Roll multiple dice at once, each one a different color. Designate a consistent order in which they are used (red, blue, white, gold, etc.)

Players not sure where buff came from, or what caster level it is at? Assume buff came from minimum caster level and apply results appropriately. Do this once and watch your players become experts at tracking buffs.

Campaign grinding to a halt when your big bad gets hit with a target dispel? Either use monsters who don't rely on multiple buffs, or note the effect of a spell next to the appropriate stat. (Something Paizo is fairly good about in their adventure paths) Cross out buff when dispelled, and subtract from appropriate stat for new value.

In the end, handling buffs gets down to play style and preparation. Find what's comfortable for you.

Just my two copper pieces. Thanks for reading.


Lots of good ideas in this thread.

Dispel Magic as written has two main problems:

1) It's too good.
2) It's a pain to adjudicate.

Folks are well on their way here with #2 but #1 is being overlooked in my opinion.

Dispel Magic is a debuff. Both in terms of "economy of actions" as well as in terms of "spell slot vs. spell slot" it is quite simply too good NOT to use.

All other debuffs have a fixed value: -1, -2, -4 etc.

Dispel Magic has a variable value and it gets more and more powerful based on how much the opponent has leveraged his own buffs.

Dispel Magic would still be worth using even if its function was reduced to counterspelling or dispelling one spell.


Wulf Ratbane wrote:
Dispel Magic is a debuff. Both in terms of "economy of actions" as well as in terms of "spell slot vs. spell slot" it is quite simply too good NOT to use.

If the opposing caster casts all his buffs before the encounter begins, then the "economy of actions" argument falls apart.

As for "spell slot vs. spell slot," that entirely depends on which buffs are cast, and when.

If the only buff being checked against is Freedom of Movement and I cast Greater Dispel Magic, I'm losing that battle.

If I recover my spell slots beforehand with Pearls of Power, and an opponent casts Dispel Magic on me, I'm winning that battle.

If I cast all my long-term buff spells, then rest, I've effectively spent no spell slots (or Pearls of Power, even) by the time I'm hit by Dispel.

If I put up Spell Turning, an opponent has to get through the Spell Turning before he can even check against my buffs.

And so on. One can't argue Dispel Magic being "too good" in regard to economy of actions and/or economy of spell slots.

-Matt


I like the idea of making a Will Save by the buffed character. It might seem like an oversimplification, but there's a definite appeal in that.

I also like the idea of buff spells directly affecting the ratings instead of recalculating the ability score, then the bonus, then each of the ratings. In fact, the spells don't need to change AT ALL, just include a table with those results and that will cut down on paperwork.


Robert Brambley wrote:

The best way to improve the potency of a Dispel Magic is to Empower Spell it.

Even with my proposed change - rolling once against each target - adding 50% to the D20 roll is quite significant.

Since I don't think it's considered an opposed roll or random effect (such as Confusion), it should qualify for that feat.

The d20 roll when you cast Dispel Magic is a dispel check, and as such no more a subject to Empower Spell than the hp of a summoned creature or the attack roll of a Scorching Ray.

(Edit: The 3.5e FAQ supports me on this)

The only help you'd get from Empower Spell on Dispel Magic is on the d4 rounds pseudo-duration when cast targeting a magic item.

That said, it's an area of the feat that could probably use some clarification. Maybe as "Saving throws, attack rolls, opposed rolls, or checks made as part of the spell resolution are not affected." This should probably be followed by some examples of things that have previously been controversial (such as whether d8+5 empowered becomes (d8x1.5)+5 or (d8+5)x1.5).


I am fine how dispel magic works, I do keep track of the spells with caster levels, I dont think the problem is so much with dispel magic but with the number of buffs.

reducing the effectiveness of dispel magic isn't the solution imo, reducing the number of buffs creatures can have active at one time might be.

Scarab Sages

Remco Sommeling wrote:

I am fine how dispel magic works, I do keep track of the spells with caster levels, I dont think the problem is so much with dispel magic but with the number of buffs.

reducing the effectiveness of dispel magic isn't the solution imo, reducing the number of buffs creatures can have active at one time might be.

I concur, we should limit the number of "vulnerable buffs" at 3 at a time per character. This way we gain time also at the beginning of fights!

(a buff given by a permanent magic item does count towards this limit of course).


Skeld wrote:
Jason Bulmahn wrote:
In addition, what if the check made to remove a spell is simplified a bit. It is still a caster level check, but the DC is equal to 10 + twice the spell's level (10 for 0, 12 for 1st, 14 for 2nd, 16 for 3rd, etc). I am less certain about this part than I am the previous part.

If I understand you correctly, a mage armor spell cast by a Wizard-1 would be just as difficult to dispel as mage armor cast by a Wizard-20.

That's a pretty significant departure from how things currently work (again, unless I misunderstood what you've posted). I think I liked the opposed checks better.

-Skeld

Agree, I too like the opposed checks better.

Jason Bulmahn wrote:


When using a targeted dispel magic, you can dispel X number of spells on a target, where X is equal to 1 + 1/five caster levels above 5th (2 at 10th, 3 at 15th, 4 at 20th). This means that you start with the highest level spells on a target and work your way down until you run out of spells to check against, or you run into your maximum number that you can dispel. Area dispel would be unaffected.

I don't know really. I like Dispel magic the way it is. More important. Magic users and monsters who have special ablities must be nerfed if you gonna nerf dispel magic. Without a cleric or wizard casting dispel magic on the BBEG the tanks (fighters, Paladins, Barbarians) and other classes as rogues, monks etc. will have greater problems than the allready have.

Dispel magic is helpful to figters and all classes that depends on weapons (melee or ranged). Nerfing dispel magic is nerfing all the non spellcasting classes. IMHO. ....
...that is. Unless you wanna rewrite the whole spell list or rewriting the rules on how many buff spells a character can have...or both.


Jason Bulmahn wrote:

Dispel magic can be one of the most disruptive spells to cast in the middle of a combat. I have been thinking for a while about altering this spell to something a bit more user friendly.

For example, you might change the spell so that its casting time varies. The targeted dispel might remain a standard action to cast, but the area dispel might take 1 minute.

This keeps the versatility, but removes some of the time sink that occurs when this spell is cast.

Thoughts

Jason Bulmahn
Lead Designer
Paizo Publishing

area dispel might take 1 minute = useless.

Most fights don't even last a minute. But make it 1 round.


Not a fan of the Will save idea as written, with the buffed character rolling the save. The buffed character might very well be a rogue, fighter, or barbarian-someone lacking in spellcasting prowess. That character obviously didn't do the casting, so it doesn't seem to be logical for them to make that save themselves. The original caster of a given buff, on the other hand, I could get behind. Let me ask this question: what if you had cast a spell from a scroll? How do you know what the Will save of that person was? I admit, as written, I can figure out the caster level of a scroll (or staff, or wand, or whatnot) for the spell's resolution. But the originator's Will save? Hmm.

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