Strange geometry


Rules Discussion


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Hello, I have a question about Strange Geometry spell.

I don't undertstand very well this spell.

Is it possible with 4 cubes to force an opponent to exit towards the same space ?

Thanks for your future answer.

Shadow Lodge

Illusion

Source Advanced Player's Guide pg. 226
Traditions occult
Cast material, somatic, verbal
Range 60 feet; Area 4 cubes, each 10 feet on a side
Saving Throw Will; Duration 1 minute

You cause the areas to appear to swell, bend, and break, twisting together in a bizarre spatial geometry. The cubes of the spell's area can't be adjacent to one another. A creature must attempt a Will save if it's in one of the cubes when you Cast the Spell, or if it later enters one of the areas, with the following effects. A creature interacting with the illusion can also attempt a Will save to disbelieve the illusion, as normal.

Success The creature disbelieves the illusion.
Failure All terrain in the cubes is difficult terrain for the creature, including the air if the creature is flying, walls if it's climbing, and so on. When the creature would exit one of the cubes, it exits from one randomly determined by the GM. This is a teleportation effect. It can exit from any edge of that cube it chooses. When selecting a random cube, the GM excludes any that don't match the creature's terrain; for instance, if the creature were exiting along the ground, the GM would exclude any cube that didn't have an exit on the ground.

So, let's assume 4 'strange' cubes (A, B, C, & D): If I am in A, failed my Will save, and then try to step one square north to get out of the cube, the GM randomly determines which 'strange' cube I am actually exiting. At this point, I can choose which specific 'face' (North, East, South, or West) of that cube I stepped through and can end up in basically any square adjacent to that cube.

Since the cubes can't be adjacent to each other, you can't immediately end up in another 'strange' square.

Note that since the cubes are 10' square and you are therefore always next to one of its faces, the 'difficult terrain' factor is mostly irrelevant once you are in a cube (It's the square you are moving into that counts for 'Difficult Terrain' so you can always exit the cube right away by stepping/striding out of it and choose a different 'exit' facing after the teleportation effect goes off, so there's little point in actually crossing the cube itself).

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