Forcecage reflex save


Rules Questions

Sczarni RPG Superstar 2014 Top 16

1 person marked this as FAQ candidate.

Good evening,

I'm preparing to run a big battle tomorrow night for my gaming group (the throne room sequence in COCT), and I'd like the wizard to cast forcecage on my Paladin. I was looking over the rules, and I notice that forcecage specifies reflex negates.

I understand the balance reason for this, and I'm not trying to start a debate about no-save spells or anything. What's confusing me is that the spell description says reflex negates, but there's no description of what happens if a player makes the save. The effect is a 20' cube, so what happens if I target the square where a PC is and he makes his save? Is he "pushed" out of the spell area? Does he get to pick which direction? Or can he simply walk through the walls (which doesn't make any sense)?

How are people handling this situation?


There's always been a similar problem with a Bead of Force - where failing your save = *not* being blown away.

In this case, I'd say the bars of force begin appearing (or walls raising), and a reflex save gets you out of the spell area fast enough.

Sczarni RPG Superstar 2014 Top 16

OK, so do you think that the PC should get to move wherever he wants outside the cube, or should he just be "shunted" to the nearest open space? I think I'm inclined to the latter.


Tamago wrote:
OK, so do you think that the PC should get to move wherever he wants outside the cube, or should he just be "shunted" to the nearest open space? I think I'm inclined to the latter.

I'd say the nearest open space, with the player choosing in case of a tie.


What I don't understand is why a level 7 spell with an expensive material component has a save. Wall of force cast once or twice could trap most creatures.

Pathfinder added "Reflex negates" to forcecage so melee was less hosed.

As for making the save, the targets should be able to leave the cage's area to the nearest available space.

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