| N N 959 |
| 1 person marked this as FAQ candidate. |
I believe the Shield Companion spell from page 25 of the Animal Archive lists the range as 25ft + 5ft/2 level. The text states that it works like Shield Other. In pertinent part, SO states:
If you and the subject of the spell move out of range of each other, the spell ends.
Does this mean, for example, that if the animal moves out of range of the spell, but the character moves back in range in the same round, the spell is not broken?
I'm trying to understand how a proximity spell with a range 25ft at 1st level and that lasts an hour is supposed to work in a game where it's impossible for two creatures to move at the same time.
| Avianfoo |
This is a problem with most spells with a range limit. Though this limitation can effectively be ignored outside of combat since you can move together with your animal companion without breaking the spell. Inside of combat, however, as soon as either move 25ft away from the other, the spell breaks. Tis how the system works.
| N N 959 |
Well, it says "if you and the subject" and not "if you or the subject." I'm hoping that is the author's way of allowing for the artificial aspect of turn based movement.
And technically, out of combat you are subject to the same move requirements. There is no provision in PFRG which says two people can move simultaneously out of combat. So unless this spell allows the you or the subject to move back in range in the same round, this spell, which lasts an hour per level, requires that you move around at 25ft+L during that whole time.
That seems like an over sight.
| Reecy |
Hey Avain
This is how it works
When a Spell states you and subject it means this
When your turn and your Companions turn ends, if you both outside the range of the spell it ends....
Basically it is a way allowing you to move and do something without being stuck in a range as long at the beginning of each Round you both Start in that range.
| N N 959 |
Hey Avain
This is how it worksWhen a Spell states you and subject it means this
When your turn and your Companions turn ends, if you both outside the range of the spell it ends....
Basically it is a way allowing you to move and do something without being stuck in a range as long at the beginning of each Round you both Start in that range.
That's what I thought. Reecy, is there any official ruling on this because I know I'm going to run int o a GM that reads it like Avain?
Avian, I should also point out that technically, everyone's move is suppose to happen in the same six seconds so people are moving together IC, but OOC we have to move sequentially.
| Avianfoo |
When a Spell states you and subject it means thisWhen your turn and your Companions turn ends, if you both outside the range of the spell it ends....
Basically it is a way allowing you to move and do something without being stuck in a range as long at the beginning of each Round you both Start in that range.
Rules text?
| Avianfoo |
While you are looking for that here is my take on it.
If you and the subject of the spell move out of range of each other, the spell ends.
Range has a specific meaning for spells. It is not where targets might be but where they are on the grid when the spell happens. Like haste spell has X targets all that have to be within 30ft of each other. This is not 30ft at the beginning of the round or at the end of the round but when the spell is cast, which is usually in the middle of a players turn.
Same goes here, if you wander out of the spell range it disappears. So don't do it. Yes its restrictive, but its a 2nd level spell ability you are getting at 1st level. Don't like it, then get a higher caster level.
Now a GM can always houserule this and say "its at the beginning of turn" or "after both you and the companion has done moving". But it is just that, a houserule. Unless I missed a rule somewhere.
| Reecy |
I would say it follows the combat Rule for cast Spells and just continues
When the rules refer to a "full round", they usually mean a span of time from a particular initiative count in one round to the same initiative count in the next round. Effects that last a certain number of rounds end just before the same initiative count that they began on.