Thewms
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School illusion (phantasm)) [mind-affecting]; Level bard 2, medium 1, mesmerist 1, psychic 2, sorcerer/wizard 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 round/level (D)
Saving Throw Will negates; Spell Resistance yes
DESCRIPTION
The target believes everyone it sees is an enemy. The target becomes hostile to all creatures, treating all creatures as enemies and only itself as an ally. The target must attempt attacks of opportunity whenever any creature provokes them. Finally, whenever the target is adjacent to two or more creatures, its paranoia overwhelms it, and it takes a –2 penalty on attack rolls, weapon damage rolls, ability checks, skill checks, and saving throws.
Question: Does the line "The target becomes hostile to all creatures, treating all creatures as enemies and only itself as an ally." Mean...
1: On the targets turn that he will attack anyone, doesn't benefit from flank and resists (possibly harmless spells) cast on him from former allies.
2: The target doesn't benefit from flank and resists (possibly harmless spells) cast on him from former allies.
3: It is only flavor. It doesn't mechanically do anything.
This has the potential to be a powerful, low-level spell if it is interpreted as #1. lasting for rounds per level, this could be a save-or suck spell that gains you a valuable ally when cast into the middle of a group fight.
I am hoping RAW/RAI is #2 or even #3, but I can't figure it out.
CBDunkerson
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#2 with a side of #1
All the rules that say 'allies' now mean only 'you'. No flanking. Your 'Inspire Courage' bardic performance benefits you only. Teamwork feats do not work at all because no one else in the universe qualifies to share them with you. Et cetera.
The only aspect of #1 is that you must take an AoO against a former 'ally' who provokes one. You are not otherwise compelled to attack anyone.
Thewms
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#2 with a side of #1
All the rules that say 'allies' now mean only 'you'. No flanking. Your 'Inspire Courage' bardic performance benefits you only. Teamwork feats do not work at all because no one else in the universe qualifies to share them with you. Et cetera.
The only aspect of #1 is that you must take an AoO against a former 'ally' who provokes one. You are not otherwise compelled to attack anyone.
Suppose you are in the middle of combat, and are hit with it. How would you know who to attack? if you don't attack anyone then you are essentially removed from combat for all those rounds anyway!
Thewms
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Sure, but if the whole world was against me I'd be looking to withdraw from combat ASAP.
You CAN attack anyone and everyone... the spell just isn't compelling you to do so unless they provoke an AoO.
I sort of feel like it is, though. Unless your Tactics, Morale, Personality, etc deem you flee from combat, then you would stay and fight. And if you are staying and fighting, then you would attack (I am assuming) whoever is closest to you EVEN IF that person was at one point your ally. I almost feel as though this should be typed as compulsion/mind effecting unless the moment you hit someone you gain a new save to disbelieve it?
Also, is the term "Hostile" solidly defined anywhere? According to diplomacy that's the worst attitude you can have towards someone.
This spell to me says " you want to kill everything around you".
that doesn't seem right!
| Pizza Lord |
This spell to me says " you want to kill everything around you".
that doesn't seem right!
It doesn't seem right because it isn't right. Like CBDunkerson said, you treat everyone as enemies. That doesn't mean you are going to charge a formerly friendly dragon single-handedly any more than you would have charged an already enemy dragon single-handedly. It also doesn't seem to affect your memories or knowledge of a creature. So you probably actually know whether a person or group of people (in the case of a PC and his former party) have the capability to kick your butt or not.
You will go out of your way to hinder or attack them as would be reasonable for you and, as a former friend or ally, probably know secrets or weakness most enemies wouldn't. You might theoretically seek out vulnerable family members to attack or even call out weaknesses to other enemies fighting them. Obviously, even viewing someone as an enemy, you aren't likely to betray your own typical morals. A paladin is not likely to go murder an enemy's family because that's dishonorable. And of course, any player trying to avoid attacking another PC (when it would be logical or reasonable) by saying 'I am going to track down any family members they have' trying to game the system by knowing the spell is just a short-duration should be warned and punished, though that is only for obviously sleazy cases, running away or even cowering in the face of multiple 'hostiles' might be a legitimate or believable action in some character's cases (I don't think this is entirely unfair because it does take the character out of combat for the most part, and by cowering or going full defensive, you can at least restrict the requirement to make AoOs without necessarily cheating.)
As for your question, yes, number 1. You don't treat anyone as friendly, you will resist any casting from anyone you don't trust, and you will take AoO on anyone who opens themselves up to them. You can still flank and get flanking bonuses against targets as long as they are flanked by another enemy (hostile to them, in other words). Even if the flanking creature is also hostile to you (which they are.) About the only thing you wouldn't be hostile too would be a familiar. Even an animal companion would be viewed with suspicion.
When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.