Aura's Causing Harm and WALLS...


Rules Questions


I have an encounter in my game tonight that has an Allip... they have an aura of 60ft for their Babble ability: "All sane creatures within 60 feet of the allip must succeed at a DC 15 Will save or be fascinated for 2d4 rounds."

The room that this allip is in is fairly small considering this aura--in fact, the aura of 60ft would cover most of the dungeon. My question is: Does this aura penetrate through walls? Detect evil cannot detect through "1 foot of stone, 1 inch of common metal, a thin sheet of lead, or 3 feet of wood or dirt", so would an aura of Babble pass through similar walls?

I feel like it wouldn't, but also wanted to clear up my confusion. Thanks for any help!!

Sczarni

Hmm. I can't find whether an aura would be considered a "burst", an "emanation", or a "spread".

PRD, Magic Chapter wrote:

Most spells that affect an area function as a burst, an emanation, or a spread. In each case, you select the spell's point of origin and measure its effect from that point.

A burst spell affects whatever it catches in its area, including creatures that you can't see. It can't affect creatures with total cover from its point of origin (in other words, its effects don't extend around corners). The default shape for a burst effect is a sphere, but some burst spells are specifically described as cone-shaped. a burst's area defines how far from the point of origin the spell's effect extends.

An emanation spell functions like a burst spell, except that the effect continues to radiate from the point of origin for the duration of the spell. Most emanations are cones or spheres.

A spread spell extends out like a burst but can turn corners. You select the point of origin, and the spell spreads out a given distance in all directions. Figure the area the spell effect fills by taking into account any turns the spell effect takes.

It's most likely not a burst. I'm leaning more towards an emanation in theme, but a spread in terms of turning corners.

If the walls are thin, and not something heavy like stone, I'd probably give the players a +2 circumstance bonus on their saves for having a thin wall between them and the Allip, and no save required if there is more than one wall between them. Hearing the Allip babble beyond that would probably not be realistic.

But that's assuming someone else doesn't come in here with a better link and RAW explanation.

Grand Lodge

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I think I would treat it like a Bard Song. (the person needs to be able to hear it.)

Technically, that would make it a DC -5 (DC 0 if you are nice) perception check.
+1 per 10 feet away, +5 per closed door between you and it, +10 per foot of wall between you and it.

If you fail your perception check, you are immune to the babbling.


Thanks guys! My players ended up being quiet enough that they didn't 'set off' the babbling until they opened a door to the room, so I didn't have to worry about it. I like your suggestions though so I will keep them in mind if I use the allip again or run this module again.

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