The spell "warp metal" vs the Iron Gods story...


Rules Questions

Dark Archive

In the Iron Gods, during the first book, there comes a time in a cave where the PCs battle a gremlin, "Jeznik". In the same room, there is a door, that's clearly not supposed to be opened yet. One of the PCs is a Wizard of metal. He wanted to get into this door, so he casts warp metal on it over and over again...I was not prepared for this. The door has 20 hardness, 720 hit points, and a break DC of 45, against what are presumably level one PCs. Since there will be several more locked "super doors", I'm sure this will come up again. I guess I'm looking for advice, on how to let him use his spell, but, without breaking the game. Or, more clarified rules on "warp metal", because, there's going to be alot of metal... The only justified reason I could give him was, that it was sky metal, so it didn't work, he didn't seem satisfied with the response, and I wasn't really either. Thanks in advance!


Welcome to wizards. Wizards use spells to make shortcuts. If you don't want this, ban the spells that can actually make things easier for them and make them feel somewhat worthless. Look at the spells in the technology guide, which were made for this game, and look at what is all possible. Also, since it is a door, he could have just cast Knock and opened it that way. If a caster wants to use a spell to get through something and you did not plan for it, the only way to stop them is to cheat. It is a bit mean to do that though as you are punishing creative problem solving.


Can you link to the spell? The only Warp Metal I can find is new, level 4, and doesn't obviously do what this player wants.


Make the door a composite of several materials that interact with magic differently. Since the warp X spells state that it doesn't work until the entire thing s affected, it would require Warp Wood, Warp Metal, Transmute Rock to Mud, and possibly a few other things to bypass.

Silver Crusade

Um, even as a Metal specialized Wizard they definitely shouldn't have warp metal (4th level spell) in the first book.

Even then or whatever they're using they still have a very limited amount so it they want to blow all their 4th slots on opening doors okay. The doors have lasted this long, maybe they self repair? Would definitely cut down on the 5 minute/1 door Advenure day.


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Pathfinder Roleplaying Game Superscriber

Let your caster feel special. Who says he wasn't supposed to go through that door? Clearly, he was. He can also do it to walls, by the way.

Is it going to break the story? No! It's just going to make you turn to a different page than the one you thought. Let him run with it and feel like he made a good, thematic choice.

Scarab Sages

I second asking for the source on this, there is not a special metal wizard power called warp metal, and i can't even find the spell in question.


And of course: there is also the very real possibility that there is something terrifying behind that door.

If you are of a particular mind to set the mood of the game, and therefore how your players approach your game; here is a lesson I learned.

Kill them.

It's not usually fun. As a player, it sucks. There are two different kinds of dying however. The one the gm throws at you to be a dick, or due to inexperience, and there is the one we as the players choose to jump into. We can walk away. Once you make that a possibility; that the players should be very careful about what they do sometimes, what they poke with a stick, because you will in fact let whatever it is take an arm, there will be a considerably less amount of...bravado. The willingness to just kick the door down because were players, and we can't be killed. They will certainly understand that the game is not easy mode, which I have found makes characters less chaotic evil.

It is largely on your part, however, to know exactly what may or may not be behind that door. If, say, its not supposed to be open, and is beyond the scope of the adventure, take that as an opportunity to foreshadow events, spring a little encounter, or otherwise reward them with 'something'. Even if its bad. Even a little something. Heck, a latrine with a corpse whose face has been opened up and his brain pan is now used for a tiny garden of fungus from the little ogrekin sewer goblin living in the corner... Regardless, its a door; always consider the possibility that the players will open that door, even if they don't, its coding hidden in your game they never saw, and will probably never know about. But they certainly will when if they open the door and the game freezes...

As a side note; "Welcome to Wizards" is a very, very, very profound statement. Watch Angel Summoner and BMX Bandit if you have not done so. The dichotomy of power is a very real thing, and as a gm, most of your time later in the game (lvl 8+) should really be spent asking all spell casters--very specifically--what spells do you have, and how many. In the event of said wizard, ask him, after every rest, what spells do you have. Not a bad idea even at the start, so the players don't get lazy with monitoring their spell availability/usage. If you don't lean on them to do so, they won't, and you will see fireball about eight times in a game day. (make sure to melt the treasure). You do you, but spell casters define reality, break rules, waste armies, control armies, stop time, and usually do it in a single standard action. Non-casters swing a weapon. Smart non-casters carry ranged weapons. :(

Happy Story telling :D

Silver Crusade

Here ya go burko.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber

I found where you are in the story, the PCs should still be either level 1 or 2 at that point. That means your wizard won't be casting any 4th level spells at that point (won't even be able to cast 2nd level spells). Unless the warp metal spell you're talking about is not the one Rysky linked above, it's impossible for the wizard to be casting it at this point in time, barring a scroll or wand of it. You said "repeatedly casting" so scroll is out, and a fully-charged wand of warp metal is over 20 times their WBL at those levels, so I'd call that one out too. I'm just not seeing how the wizard is accomplishing this.


Magneto vs Ironman

FIGH...

OHHHH. THAT looked painful. Squeegie on isle 2.

Dark Archive

The Sideromancer wrote:
Make the door a composite of several materials that interact with magic differently. Since the warp X spells state that it doesn't work until the entire thing s affected, it would require Warp Wood, Warp Metal, Transmute Rock to Mud, and possibly a few other things to bypass.

http://www.d20pfsrd.com/magic/all-spells/w/warp-metal there's the link, I've thought of a few ways to deal with it since I posted, appreciate all the advice. And I'm not sure how he was casting a 4th level spell at 2nd level. My answer could have been as easy as "he opened the door, and it lead to a long hallway, that had collapsed in on itself, and the legs of one of the second expeditionists sticks out of the debris..." just threw me off at the time. Again, thanks.


Really though, banning shortcuts is heavy handed railroading and takes a lot of fun out of it. Wait until he takes the spells to shut off technology or take control of robots or the other tech spells. Your wizard is going to find shortcuts and quick answers and that is just what is going to happen, unless you want to cheat him out of his character.

Dark Archive

I think I posted on here twice before, so sorry for the stupid question, but, my link copied to the clipboard didn't work how I expected, how'd you do that rysky?

Silver Crusade

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Nofx Johnson wrote:
And I'm not sure how he was casting a 4th level spell at 2nd level.

This is why GMs are always, always within their right to ask "How in the flying f#&+ are you doing that?".

No, seriously. Ask them how they are doing that.


You use tags, as explained in the "How to format your text" section.
In this case, if you border the link in [url] tags, if will show up as a link.

Dark Archive

Jaçinto wrote:
Really though, banning shortcuts is heavy handed railroading and takes a lot of fun out of it. Wait until he takes the spells to shut off technology or take control of robots or the other tech spells. Your wizard is going to find shortcuts and quick answers and that is just what is going to happen, unless you want to cheat him out of his character.

Naw, I want all the PCs to enjoy their characters, I'll be more prepared next time. Thee are plenty of creatures in the area I could have thrown behind that door even, I won't stop him again...now how about that spell vs androids? Lol.

Silver Crusade

Nofx Johnson wrote:

I think I posted on here twice before, so sorry for the stupid question, but, my link copied to the clipboard didn't work how I expected, how'd you do that rysky?

Below the post box there is a spoiler "how to format your text" that has all what you can do to posts.

For links you simply put: [ url = link here ] whatever text here [ / url ]

Without any spaces.

Dark Archive

Rysky wrote:
Nofx Johnson wrote:

I think I posted on here twice before, so sorry for the stupid question, but, my link copied to the clipboard didn't work how I expected, how'd you do that rysky?

Below the post box there is a spoiler "how to format your text" that has all what you can do to posts.

For links you simply put: [ url = link here ] whatever text here [ / url ]

Without any spaces.

Thanks

Silver Crusade

Nofx Johnson wrote:
Jaçinto wrote:
Really though, banning shortcuts is heavy handed railroading and takes a lot of fun out of it. Wait until he takes the spells to shut off technology or take control of robots or the other tech spells. Your wizard is going to find shortcuts and quick answers and that is just what is going to happen, unless you want to cheat him out of his character.
Naw, I want all the PCs to enjoy their characters, I'll be more prepared next time. Thee are plenty of creatures in the area I could have thrown behind that door even, I won't stop him again...now how about that spell vs androids? Lol.

Androids are fleshy enough that it wouldn't bother them.

Silver Crusade

Nofx Johnson wrote:
Rysky wrote:
Nofx Johnson wrote:

I think I posted on here twice before, so sorry for the stupid question, but, my link copied to the clipboard didn't work how I expected, how'd you do that rysky?

Below the post box there is a spoiler "how to format your text" that has all what you can do to posts.

For links you simply put: [ url = link here ] whatever text here [ / url ]

Without any spaces.

Thanks

Np, though I got ninjaed by Saethori :3


Let me guess. Your player saw it was a fourth level spell and thought that meant they could use it at level four. Something like that maybe, or they are cheating. Talk to them and look at their sheet. Make sure they know how spells work.

Dark Archive

Ok, so he has a 19 intelligence score, which does grant him one lvl 4 spell 1x per day, at level 2. As far as multiclassing goes, he made his spell book his arcane bonded item, which supposedly made it so he could cast twice...I put the kabosh on that. But he will be able to use the spell. Thanks to all of your advice, I know how to deal with it.

Scarab Sages

Nofx Johnson wrote:
Ok, so he has a 19 intelligence score, which does grant him one lvl 4 spell 1x per day, at level 2. As far as multiclassing goes, he made his spell book his arcane bonded item, which supposedly made it so he could cast twice...I put the kabosh on that. But he will be able to use the spell. Thanks to all of your advice, I know how to deal with it.

No it doesnt. wizard does nopt get access to level 4 spellcasting until level 7. Int only grants bouns spells once you get access to the spell level in question.

Dark Archive

Thats not how it works you only get spells at the lvl you accrsse them initally so 7th lvl for a 4th lvl spell.

Dark Archive

Nofx Johnson wrote:
Ok, so he has a 19 intelligence score, which does grant him one lvl 4 spell 1x per day, at level 2. As far as multiclassing goes, he made his spell book his arcane bonded item, which supposedly made it so he could cast twice...I put the kabosh on that. But he will be able to use the spell. Thanks to all of your advice, I know how to deal with it.

*Multi-casting


Uh no it does not grant him a level 4 spell. You only get level 4 spells at level 7 from this table http://paizo.com/pathfinderRPG/prd/coreRulebook

Scarab Sages

Nofx Johnson wrote:
Nofx Johnson wrote:
Ok, so he has a 19 intelligence score, which does grant him one lvl 4 spell 1x per day, at level 2. As far as multiclassing goes, he made his spell book his arcane bonded item, which supposedly made it so he could cast twice...I put the kabosh on that. But he will be able to use the spell. Thanks to all of your advice, I know how to deal with it.
*Multi-casting

A spellbook is not a legal choice for an arcane bonded object. That said all arcane bonded objects allow you to cast one spell from your spellbook once per day. It sounds like your group has a lot of misunderstandings about the rules.


Yeah, here's the line he missed when he thought he could cast 4th level spells at 2nd level. From the Getting Started section of the Core Rulebook, under the heading "Abilities and Spellcasters": "In addition to having a high ability score, a spellcaster must be of a high enough class level to be able to cast spells of a given spell level. See the class descriptions in Classes for details." (Emphasis mine)

So you don't have to worry about Warp Metal until the end of the second module or the beginning of the third.


Rysky wrote:
Here ya go burko.

Assuming the spell Rysky has pointed out is the spell your 1st- to 2nd-level caster is trying to use;

The obvious reply is that it is likely too high of a spell level for him to cast himself. That is one reason it's failing.

The other reason it isn't working is probably because it only targets wooden objects. Yes... I know, the description says metal... the Target is very clearly 'wood'. To me that just glaringly screams 'Don't use this spell, someone couldn't be bothered to put the simplest of thought into it.'

Hmmm... either one of those very clear explanations should be sufficient. Your special/enchanted/unknown reason explanation should have been sufficient.

We can clearly tell it isn't because you're trying to cheat a player out of an ability, only make sure everything's on the up-and-up.

Silver Crusade

Pizza Lord wrote:
Rysky wrote:
Here ya go burko.

Assuming the spell Rysky has pointed out is the spell your 1st- to 2nd-level caster is trying to use;

The obvious reply is that it is likely too high of a spell level for him to cast himself. That is one reason it's failing.

The other reason it isn't working is probably because it only targets wooden objects. Hmmm... either one of those very clear explanations should be sufficient. Your special/enchanted/unknown reason explanation should have been sufficient.

We can clearly tell it isn't because you're trying to cheat a player out of an ability, only make sure everything's on the up-and-up.

... wat?

Edit: lol just noticed the copy/paste error on the target line. Yeah, don't enforce that. That's a dick move, don't do that.


The spell link you posted. Warp metal, it clearly says 'Target: Wooden objects' Why would you copy/paste it wrong?

Silver Crusade

Pizza Lord wrote:
The spell link you posted. Warp metal, it clearly says 'Target: Wooden objects'

Yes I saw that after a second look. Obviously a copy/paste error.

Dark Archive

Kevin Mack wrote:
Thats not how it works you only get spells at the lvl you accrsse them initally so 7th lvl for a 4th lvl spell.

WOW, I don't know htf we missed that over the years. This is the best info I've gotten so far. The game will be very different now...I feel so dumb seriously, thank you.


Yeah if it was the other way, with the bonus spells as you were doing it, spontaneous casters get even worse as they would have bonus spells per day but no spells known. Yeah, have fun with your game and feel free to make any house rules you like, but be sure not to essentially slap a player for going off the railroad. Believe me, it sucks hard when that happens. If you have more questions, don't hesitate to ask no matter how dumb you think it is. This board is here to help you.

Dark Archive

Sorry for wasting your time, I GM two nights a week, different groups. One group varies, the other is usually six guys. It's enough to try and draw the maps, raise the stats of bosses, memorize key points of the story, and NPCs. I just don't have time to memorize every stat for every race, and class. That's why I asked for help.


As written, this spell can't affect metal at all.

Quote:
Targets 1 Small wooden object/level, all within a 20-ft. radius; see text

On topic, i would say the door becomes permanently stuck if this spell was used on a high-tech metal door like many found on Iron Gods.

Quote:
A warped door springs open (or becomes stuck, requiring a successful Strength check to open, at your option).

Silver Crusade

shadowkras wrote:

As written, this spell can't affect metal at all.

Quote:
Targets 1 Small wooden object/level, all within a 20-ft. radius; see text

"As written" it's obviously a copy/paste typo.


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Rysky wrote:
Pizza Lord wrote:
The spell link you posted. Warp metal, it clearly says 'Target: Wooden objects'
Yes I saw that after a second look. Obviously a copy/paste error.

Yes. LOL. Obviously.

Is it written that way in the source or just a website error though?
And clearly we can 'figure out' what is intended. Thankfully it's pretty easy in this case, but having said that, we shouldn't have to. This isn't a challenge on anyone and it's not meant to get anyone defensive. This isn't an attack on you Rysky, you just happened to have the link posted is all... but I just gotta say in regards to such errors:

'Disappointed' rant:
For me, when I see spells that are causing trouble in games and I see obvious glaring errors, it's a red-flag to me that they don't deserve to be used. First off, people deserve better than just cut-and-pasted spells with words changed. We don't need iceball or sonic bolt which just imitate already existing spells with a different energy type or effect. This isn't an error in a new spell or something new someone is creating, in which case I could accept such a thing. This is laziness on laziness.

'Oh? Some designers have made a new source book and gave us new spells like charm magical beast and divine lock? How original!' They just basically copy/paste a 25-year old spell, change a keyword and still manage to mess that up, and we're supposed to be thrilled about it.

How many time do we have to hear the excuse 'It's a copy/paste error'? The want to claim it's a whole seperate game and system and yet it's cut-and-paste, but beyond that it's incompetent/careless cut-and-paste.

What is this, like the 5th, 6th, 15th book they've released after 5, 10, however-many years? Can they not stand on their own? Why are we still getting copy/paste stuff? Can no one seriously be bothered> It literally took me 2 seconds from clicking that link to see that (no offense if it took you a second look to see it.)

That's a whole other rant though. Bottom line, if they can't be bothered to correctly make a spell or a feat or a ruling... we shouldn't be expected to sort everything out on our own, nor should an Adventure Path author be expected to predict they're going to regurgitate some poorly-thought out spell later.

That's a whole other rant though.

The answer to this thread is that the player is either cheating you or wrong (turns out wrong) and acting indignant about it. You told him it didn't work, that should be sufficient. Even if he does have a way to cast it legitimately, you've explained that it doesn't work on this door (for whatever reason, you don't need to explain it to him.) If he can't accept it, that's his problem. If he continues to complain about it after you've told him that the spell doesn't work on these 'specific' doors (not every door or metal object in the world) then he can make a new character or go elsewhere.

You shouldn't have to rework an entire Adventure Path because he's found a loophole or ability that didn't exist when the story was made. If you wanted to spend hours and days doing that, you'd have made your own adventure.


Pizza Lord, on that loophole thing, that is kind of what is in the heart of RPGs. Finding creative solutions to problems rather than just following the railroad of the adventure path is a great thing and should be encouraged. There's nothing wrong with finding a different way to do things. We once discovered a hallway was on the other side of a wall, but the mechanism to open said wall was deeper through the dungeon. I used stone shape and opened it up anyways. That is what utility magic is for in this game. It exists to make things easier if you can figure it out how to use it. Stone shape, also, to entomb an enemy in stone is an example. You don't punish someone for thinking outside the box, otherwise you are taking away the freedom of the game.

Nofx, you did not waste anyone's time. People are here because they want to be here. They wanted to help you. Never be afraid to ask for help here.


Pathfinder Adventure, Adventure Path, Lost Omens, Maps, PF Special Edition, Starfinder Adventure Path, Starfinder Maps, Starfinder Roleplaying Game Subscriber
Pizza Lord wrote:
Is it written that way in the source or just a website error though?

In the source (Magic Tactics Toolbox) it is written as "Targets 1 Small wooden object/level, all within a 20-ft. radius; see text"

The wooden is an obvious typo, but there are no (un)official clarifications regarding it. I'd play that spell as if it said "1 Small metal object/level" instead.

Dark Archive

burkoJames wrote:
Nofx Johnson wrote:
Nofx Johnson wrote:
Ok, so he has a 19 intelligence score, which does grant him one lvl 4 spell 1x per day, at level 2. As far as multiclassing goes, he made his spell book his arcane bonded item, which supposedly made it so he could cast twice...I put the kabosh on that. But he will be able to use the spell. Thanks to all of your advice, I know how to deal with it.
*Multi-casting
A spellbook is not a legal choice for an arcane bonded object. That said all arcane bonded objects allow you to cast one spell from your spellbook once per day. It sounds like your group has a lot of misunderstandings about the rules.

As soon as we think we've got them figured out, something like this happens. In all fairness, even though it says how many spells a wizard can do in a day, bonus spells are pretty vague. We thought it meant if your int score was higher, you could use the granted bonus spells. I got it now, they are kinda in a bank, until you are high enough to use them.


Sure hope you dont try to cast warp metal in pfs, if its legal, lol


Jaçinto wrote:
Pizza Lord, on that loophole thing, that is kind of what is in the heart of RPGs. Finding creative solutions to problems rather than just following the railroad of the adventure path is a great thing and should be encouraged. There's nothing wrong with finding a different way to do things. We once discovered a hallway was on the other side of a wall, but the mechanism to open said wall was deeper through the dungeon. I used stone shape and opened it up anyways. That is what utility magic is for in this game. It exists to make things easier if you can figure it out how to use it. Stone shape, also, to entomb an enemy in stone is an example. You don't punish someone for thinking outside the box, otherwise you are taking away the freedom of the game.

Since the post has been pretty much answered, I guess I can share my feeling on it. I agree with what you're saying; Creativity, ingenuity, originality... double-plus good.

However, this situation isn't finding a creative solution nor is a loophole that derails an adventure (whether this particular case would have or not; I don't know what was behind the doors myself.) something that should be encouraged. I am glad that your use of stone shape to get through a wall worked out for you, but that's not really a 'creative' solution. That's what it's supposed to do and you are presumably in an adventure where access to that spell is to be expected. It's akin to saying, "We used a knock spell to creatively open a door," or "There was a corridor full of heat, so the wizard had to get creative and cast resist energy (fire)." That's not creative. Creative is using a knock spell on a sewer grate beneath the bad guy's feet at a crucial moment. Creative is using an aqueous orb against a gunslinger when you have no other defense because you realize that passing through water disrupts bullets, even if you can't pick him up with it.

In this situation it wasn't creativity, it was "Let's look through every single book we can and find a poorly-written, poorly-pasted, poorly-looked over, half-assed new spell that no-one's heard of or even taken the time to read even cursorily." Then when the GM determines it would be detrimental to the adventure/fun (because you're about to get everyone killed using your 'creative loophole') and says it didn't work, for whatever reason, get huffy about it (even though you can't even use that spell in the first place), instead of accepting the GM's call and later, his explanation. That's not creative, I'm all for creativity. This is just a case of some player claiming they have a power and being indignant when he didn't get to win.

Quote:
Really though, banning shortcuts is heavy handed railroading and takes a lot of fun out of it.

First off, every adventure is a railroad. If your GM lets you go elsewhere, then you are no longer on the adventure path. It's not heavy-handed when the GM takes step to preserve the game for everyone. Otherwise, just assume the PCs are going to win and go watch TV or read a book and complain about how the author seems to know exactly what the characters he's writing about are going to do.

This is an adventure path, and that doesn't mean you have to take a hard slog through everything, but where is the fun if you ignore the adventure.
GM: 'The king says, "You need to retrieve the key so we may access the ancestral vaults. Your journey will take you through distant ports, exotic places, you may face dangerous trials and adversaries. Succeed, and you will have stories that inspire all in the kingdom and earned the respect of the land."'
Player: "I cast wish and have the key."
GM: "You're level 2."
Player: "You're so heavy-handed! Railroader! You take all the fun out of the adventure!
GM: "Oh, okay. You have the key. You've succeeded. How creative of you... Did everyone else have fun?"

Shortcuts are one thing, Shortcuts that derail or go outside of the scope of an adventure (or spoil the adventure too early) are exactly the kind of thing that a GM is there to prevent.

Imagine watching a magic trick on TV where the magician asks a person to draw a card and then they say "Was your card... the QUEEN OF HEARTS?!"
"Yes? Okay, thanks, have a seat."

The answer is going to be 'No'... because otherwise that would be boring and terrible to watch. They get it wrong, they don't take the shortcut because it's about prestige, the enjoyment, the adventure. That's when they get to truly show their creativity and reveal a creative trick that really impresses everyone, not just one or two people. Trust me, the magician already knows what your card is, he could just say it and, yeah, it might seem awesome at first thought... but taking that shortcut would not benefit anyone.


Pizza Lord wrote:
Jaçinto wrote:
Really though, banning shortcuts is heavy handed railroading and takes a lot of fun out of it.
First off, every adventure [path] is a railroad. If your GM lets you go elsewhere, then you are no longer on the adventure path. It's not heavy-handed when the GM takes step to preserve the game for everyone. Otherwise, just assume the PCs are going to win and go watch TV or read a book and complain about how the author seems to know exactly what the characters he's writing about are going to do.

Please pardon me as I interrupt this argument to point out that even if it were legal for the 2nd-level wizard of metal to cast Warp Metal once a day, it would not have derailed the adventure path.

The party in Fires of Creation was hired by the town council to rescue the the fifth expedition that went into these caves, especially the wizard Khonnir Baine (this is not a spoiler, this is the initial plot hook). The cave inhabitants that the party encountered, if made friendly, inform the party that Khonnir went through the open door, not the other locked door. Going through the locked door would let the party succeed at Khonnir's original mission, but not their own mission.

And the wizard could cast Warp Metal only once a day. Nofx Johnson could have easily ruled that it takes three Warp Metal spells to open that door. What will the party do for the rest of the day after the wizard casts the first Warp Metal? Go back to their mission to rescue Khonnir Baine, of course. They will explore the science deck, rescue Khonnir Baine {sorry about the slight spoiler), and level up before the wizard opens the door.

The locked door gives access to the engineering deck. The module intended for the party to repair direct access from the science deck to the engineering deck after rescuing Khonnir Baine. Warp Metal, if it had been legal, would have been a creative alternative solution that would not change the adventure.

By the way, the party in my Iron Gods campaign, after rescuing Khonnir Baine, persuaded the repair drone in room B2 to open the locked door for them.


Since it is settled that you don't get a bonus spell before you can cast that spell level in question, back to warp metal, since the spell and problem loom in the near future still.

There are several ways to deal with the spell and it's relatives, especially when it comes to quest-doors:
- the spell does not work on enchanted materials (heavy-handed, but solves a lot of problems)
- the spell works on enchanted materials only if they miss their save (= their maker's) as per standard rules; reduces the problem, if you remember to enchant your doors
- the important doors are made of stuff not covered by an available spell
- the doors are a golem in an unusual form, responding only to the command of his master; being immune to magic, this "door" cannot be warped or magicked open; I had fun with that one once until a player twigged to the trick - you can't use it more than once or twice
- the important doors are inside the area of an antimagic field or zone, negating magical attempts to break in (you can have a few shenanigans with Create Demiplane in that regard, using it as a "corridor")

Normal doors are usually not an obstacle to adventurers anyway...picking the lock, kicking them in, casting knock, polymorphing, disintegrating, charming the keyholder or having them eaten by an ooze are only some means of entry...bypassing doors entirely is another can of worms: gaseous form and windwalk, dustform, ethereality, becoming really small...

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