Behold, The Power of the Tiny Hut [Archive] - Wizards Community

Post/Author/DateTimePost
carnivore

01-03-05, 10:30 PM
This may have been brought up before, if so heres another opportunity to see it.

from the SRD:

Tiny Hut
Evocation [Force]
Level: Brd 3, Sor/Wiz 3
Components: V, S, M
Casting Time: 1 standard action
Range: 20 ft.
Effect: 20-ft.-radius sphere centered on your location
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No

You create an unmoving, opaque sphere of force of any color you desire around yourself. Half the sphere projects above the ground, and the lower hemisphere passes through the ground. As many as nine other Medium creatures can fit into the field with you; they can freely pass into and out of the hut without harming it. However, if you remove yourself from the hut, the spell ends.

The temperature inside the hut is 70° F if the exterior temperature is between 0° and 100° F. An exterior temperature below 0° or above 100° lowers or raises the interior temperature on a 1-degree-for-1 basis. The hut also provides protection against the elements, such as rain, dust, and sandstorms. The hut withstands any wind of less than hurricane force, but a hurricane (75+ mph wind speed) or greater force destroys it.

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment) .
Material Component: A small crystal bead that shatters when the spell duration expires or the hut is dispelled.


you see this provides a great mobile(you choose where you will cast it, immobile after that) fortress of sorts........the protection that it provides, (in addition to protection from environmental effects) is Total Concealment for everyone in your party, while you can see them just fine. true seeing will not negate this effect nor will most other effects that negate cover. also you can have surprises waiting on the inside of the dome..........say the wizard just happens to be an Initiate of the Seven Veils and has a nasty surprise waiting just on the inside of the dome....theres no way to know what is there except to go inside.

it is subject to dispel magic, but everyone who could launch Sneak attacks would be free to do it and all thier attacks would be SA...provided the enemy caster was within 30'(60' snipers eye spell).

and i dont see why you would not also be considered invisible, since no one could see you, even though they would know the general area that you were in, they could not directly target you because they have to attack a specific 5' square and this spell would have 16 full 5' squares inside.


just a thought to help optimize tactics and spell choice.......works great in Cold Environments as well. ;)

any thoughts

:D
solbergb

01-04-05, 01:19 PM
Yeah, it is the only 1-way wall in the game, that is impervious to even true seeing. It synergizes nicely with things like globe of invuln, which are a lot less useful if the other guy knows you have it running.

It can be a pretty effective spell, used carefully.

The big drawback is that it is static, and the 9 creature limit causes odd rules disputes when you have critters of different sizes etc.
djinni

01-04-05, 02:08 PM
The big drawback is that it is static, and the 9 creature limit causes odd rules disputes when you have critters of different sizes etc.

4 small = 2 medium = 1 large
there shouldn't be a rules dispute when it says that...a size catagory in difference equals double the creatures or 1/2 the creatures....

I can see where a dispute would come about on the 9 creatures due to space...there are what? 16 5' squares? a large group of medium creatures can comfortably stand 1' apart...but only 9 can fit in a 20' circle?
carnivore

01-04-05, 02:16 PM
the 5' square takes into account for combat situations......assuming you are swinging a sword(combat situation). although it is not necessarily realistic, it works for the game mechanics :D

all in all a nice spell for a wand ;)
Tempest Stormwind

01-04-05, 02:48 PM
Anyone remember the Cups game (sometimes called Shells or something similar) that con artists have been fleecing people with for generations? Play that on the battlefield.

Combine Leomund's Tiny Hut (in a wand, for preference) with some form of invisibility (any sort of stealth trick, be it actual invisibility or teleportation or polymorph (rat) or illusions or whatever) and optionally the Ventriloquism spell and keep everyone guessing where you actually are. Or, for the truly tricksy, fire off two or three of these and send Mirror Images of yourself running between them. The fact that you're actually invisible and flying 30 feet above them all will probably slip their minds for at least a couple rounds.

This capitalizes on the opacity of the hut, which is based on concealment -- one of the few magical things that can foil True Seeing -- and the fact that the mages I play are often already on the lunatic fringe when it comes to combat. It also works best with opponents that need to focus on one person at a time, although if you space the cups far enough apart (but still within running distance) it can hold its own against mages for quite a few levels.
InkBlot

01-04-05, 03:00 PM
Combine Leomund's Tiny Hut (in a wand, for preference) with some form of invisibility (any sort of stealth trick, be it actual invisibility or teleportation or polymorph (rat) or illusions or whatever) and optionally the Ventriloquism spell and keep everyone guessing where you actually are. Or, for the truly tricksy, fire off two or three of these and send Mirror Images of yourself running between them. The fact that you're actually invisible and flying 30 feet above them all will probably slip their minds for at least a couple rounds.


Reread the spell description. Your idea wouldnt work. The sphere is created around you and disapeers as soon as you leave it.
carnivore

01-04-05, 03:48 PM
how about using the arcane archers Imbue arrow ability and imbue it into arrows and fire them where you like.... :D they become the center of the effect ;)
JRedGiant

01-04-05, 04:04 PM
On the same lines, a spring attacking fighter or shot on the run archer could easily pop in and out of a Mage's Magnificent Mansion and there's practically nothing anyone could do about it.

Could make for an irritating encounter for a party...a caster throws up an MMM with Tenacious Magic and anything else that makes it difficult to dispel, then out pour the mooks with Spring Attack and Shot on the Run, while the caster puts out Summon spells and sends monsters to deal with the party.
sma

01-04-05, 06:17 PM
You´ll ned to add in some walls or fogs to make this an successfull agressive tactic, else the enemy is going to lay down some obscring mist/smokebombs and simply retreat.

If you´re running away OTOH, its a great find, giving you the time to buff before commencing combat.

Upon rereading the spell, I also can´t see anything that would simply stop an enemy mage from fireballing (if he´s nice) you while you´re bunched up. Also then enemies can simply join you inside the hut, either dispelling it or simply killing you inside. That makes it worse than obscuring mist due to being 3rd level and forcing you to stay inside to sustain the effect.

Greetings,

Sma
Jairami

01-04-05, 07:41 PM
Except for the aforementioned tactic of putting up a globe of invulnerability (lesser or otherwise) inside that can't be seen from without.

Just the tactic my wizard used while his opponent bombed him and he buffed.
Snarf

01-04-05, 07:52 PM
Or combine it with something truly awful, like a Sphere of Annihilation -- gosh this reminds me of the Tomb of Horrors. Jump in the hut, what do we find, a crunchy wizard or instant death? Now the game of cups just became fun!
Lavis Knight

01-04-05, 08:08 PM
The only reverse tactic i can think of right now off the top of my head is to cast Darkness centered just outside the Globe. Centered in the direction the people outside are facing.

-Lavis
PhaedrusXY

01-04-05, 11:36 PM
Or combine it with something truly awful, like a Sphere of Annihilation -- gosh this reminds me of the Tomb of Horrors. Jump in the hut, what do we find, a crunchy wizard or instant death? Now the game of cups just became fun!Mmm... I'm gonna have to use that with an NPC sometime. Have the NPC use a Tiny Hut against the PCs in one encounter. Then later, when the PCs run into this NPC again, have another Tiny Hut, but cast Sphere of Ultimate Destruction inside it. :schemes:
IceFractal

01-05-05, 01:30 AM
Imagine a whole group of Wizards that used this tactic. Say a bunch of students/teachers from a school of illusion. So suddenly, you've got several dozen huts scattered around the battlefield, some real and some illusory, with dozens of illusory (or are they real?) mages running back and forth between them. To make matters worse, once they get the huts up and running, they start putting nasty surprises in some of them: traps, wall spells, etc, while fortressing up the occupied ones. It'll be a disaster! (for their foes).
Tempest Stormwind

01-05-05, 03:08 AM
Sorry I missed that section on disappearing if the caster leaves... makes my idea less fun.

Quick question, though -- If one uses a wondrous item that initiates the hut, and then drops the item, isn't he free to run around outside of it? If that's the case, what about wands?
SmiloDan

01-05-05, 06:15 PM
Tremorsense would work against this, wouldn't it? Assuming the wizard isn't levitating or flying...
Psifon

01-06-05, 12:43 AM
I have run an encounter twice now, where the BBEG casts a Leomund's Tiny Hut. The first time it was blood red (the caster was a necromancer) the second time it was silver.

The party enters the room with the spell already active. The presence of this obviously magical and somewhat disturbing effect causes them to fan out, and waste valuable time "figuring out" the nature of the thing.

In the mean time, the BBEG is inside the sphere casting silent spells at the party. At first I use encantments: confusion and domination work well. Then, I have my minions attack from invisibility while the BBEG fires rays at the party.

The net effect is that as the party sizes up the sphere, they start getting confused, ect. A bunch of bad guys "appear out of thin air" and rays fire out of this mysterious blood red dome. While the party's mind is getting messed with.

Both times the party took at least 4-5 rounds working up the courage to enter the hut. The important key here is to describe the setting without even hinting that it is a spell effect they are facing. If the party wizard makes a spellcraft check, then the jig is up, but first they have to think to make the roll, and remember that since they didn't see or hear the spell cast they get a -4 on the roll.

Just a fun suggestion for you.
JRedGiant

01-06-05, 09:25 AM
I think that, in the interest of fair DMing, you need to at least make a secret spellcraft check for the wizard. The wizard who can actually see and probably cast Tiny Hut is way more likely to recognize it than a player who's never seen one and is likely reaching for more cheetoes.
carnivore

01-06-05, 09:58 AM
thank you for posting Psifon, ..it was your post about this spell a while back that made me look into it more closely. but i forgot who posted it.

:D
frisbeet

01-07-05, 11:37 AM
Imagine a whole group of Wizards that used this tactic. Say a bunch of students/teachers from a school of illusion. So suddenly, you've got several dozen huts scattered around the battlefield, some real and some illusory, with dozens of illusory (or are they real?) mages running back and forth between them. To make matters worse, once they get the huts up and running, they start putting nasty surprises in some of them: traps, wall spells, etc, while fortressing up the occupied ones. It'll be a disaster! (for their foes).

Great idea, but would require incredible coordination. That's a spell nobody's got: Walky Talky.

Course, in my group we're always metagaming in combat. Not about monster stats, but about our intentions each round. Some might call it planning & experience, and for the 1st few rounds that's accurate. But in battle chaos, I dunno, we're a little too SWAT team organized.

Anyway, really cool idea. :)
Alratan

01-07-05, 12:09 PM
Your DM could insist you all get permenant Telepathic Bonds to justify it, or you could each buy and item which reproduces the effects.
carnivore

01-07-05, 12:16 PM
try this:

from the SRD....psionic armor enhancements:

Linked: This kind of armor or shield allows the wearer to form a telepathic bond with other wearers of linked armor or shields within 10 miles. This ability is otherwise similar to the mindlink power.
Moderate telepathy; ML 6th; Craft Psionic Arms and Armor, mindlink; Price +6,000 gp.

:D
Zeffan the Fighting Man

01-07-05, 12:59 PM
Great idea, but would require incredible coordination. That's a spell nobody's got: Walky Talky.

Course, in my group we're always metagaming in combat. Not about monster stats, but about our intentions each round. Some might call it planning & experience, and for the 1st few rounds that's accurate. But in battle chaos, I dunno, we're a little too SWAT team organized.

Anyway, really cool idea. :)

Yeah, my old mid to late 80's group of players as well (being mostly military personel) was VERY FIRE TEAM oriented. Only three role players in the group, everybody else was about killing and getting "theirs." :rolleyes:

That group typically played (and still plays...hey, they're old men... :P ) 3rd edition RuneQuest mixed with some classic AD&D spells and monsters. In RuneQuest there are a couple of spells (Mind Speech and Mind Link) which could easily be converted to arcane or divine spells in 3.5 D&D.

The point being that spell research mechanics in this game (3 or 3.5 D&D) would allow a group of players to reasonably approximate such small team communications in a tactical setting.

Zeff
djinni

01-07-05, 01:10 PM
alright it's a sphere of force...it blocks environmental stuff from coming in...the nine creatures that fit into the hut can freely pass into/out of the sphere...what happens when a tenth wants to come in? and what about a creature that is not part of the original nine? is he just not invited?
Zeffan the Fighting Man

01-07-05, 03:01 PM
Tremorsense would work against this, wouldn't it? Assuming the wizard isn't levitating or flying...


Blindsense feat or spell would work even if the caster were not touching the ground. Score another point for the Druids! :D

Zeff
djinni

01-07-05, 03:36 PM
Blindsense feat or spell would work even if the caster were not touching the ground. Score another point for the Druids!

But since the sphere blocks environmental changes like wind, rain, etc... anything without a substantial mass to it is not allowed into teh sphere, auditory vibrational senses, echolocation, etc... would also be interupted. although RAW it doesn't say yes or no...
Zeffan the Fighting Man

01-07-05, 04:13 PM
But since the sphere blocks environmental changes like wind, rain, etc... anything without a substantial mass to it is not allowed into teh sphere, auditory vibrational senses, echolocation, etc... would also be interupted. although RAW it doesn't say yes or no...

It is addressed in the RAW.

From the SRD as emphasized by carnivore's posting above:

The interior of the hut is a hemisphere. You can illuminate it dimly upon command or extinguish the light as desired. Although the force field is opaque from the outside, it is transparent from within. Missiles, weapons, and most spell effects can pass through the hut without affecting it, although the occupants cannot be seen from outside the hut (they have total concealment)

There is a world of difference between a breeze and a echo-location signal being broadcast... as the spell description allows for most spell effects, it's an easy step of logic to deduce that Blindsense would work.

Another example using your hypothosis of "no mass = won't pass through the wall of the sphere..." How much does a magic missle weigh? How about a sleep spell? Mass is irrelevant.

Tiny hut does what it says it does...it protects against the elements (to a certain extent...a high wind can destroy it...) and it provides concealment...

This spell does no more nor no less. What makes this thread interesting is the tactical application of such a simple condition as total concealment in any given location at the will of the caster.

Simple. :cool:

Enjoy your game!

zeff
carnivore

01-07-05, 04:18 PM
just to clarify things........from the SRD regarding Blindsight and blindsense

BLINDSIGHT AND BLINDSENSE
Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.
Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
Blindsight does not subject a creature to gaze attacks (even though darkvision does).
Blinding attacks do not penalize creatures using blindsight.
Deafening attacks thwart blindsight if it relies on hearing.
Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects.


Blindsense: Other creatures have blindsense, a lesser ability that lets the creature notice things it cannot see, but without the precision of blindsight. The creature with blindsense usually does not need to make Spot or Listen checks to notice and locate creatures within range of its blindsense ability, provided that it has line of effect to that creature. Any opponent the creature cannot see has total concealment (50% miss chance) against the creature with blindsense, and the blindsensing creature still has the normal miss chance when attacking foes that have concealment. Visibility still affects the movement of a creature with blindsense. A creature with blindsense is still denied its Dexterity bonus to Armor Class against attacks from creatures it cannot see.


just to clear things up ;)


:D
Zeffan the Fighting Man

01-07-05, 05:00 PM
just to clarify things........from the SRD regarding Blindsight and blindsense

BLINDSIGHT AND BLINDSENSE
Some creatures have blindsight, the extraordinary ability to use a nonvisual sense (or a combination of such senses) to operate effectively without vision. Such sense may include sensitivity to vibrations, acute scent, keen hearing, or echolocation. This ability makes invisibility and concealment (even magical darkness) irrelevant to the creature (though it still can’t see ethereal creatures). This ability operates out to a range specified in the creature description.
Blindsight never allows a creature to distinguish color or visual contrast. A creature cannot read with blindsight.
Blindsight does not subject a creature to gaze attacks (even though darkvision does).
Blinding attacks do not penalize creatures using blindsight.
Deafening attacks thwart blindsight if it relies on hearing.
Blindsight works underwater but not in a vacuum.
Blindsight negates displacement and blur effects.



Thanks Carnivore for the clarification...the druid feat is actually BLINDSIGHT.

(from Masters of the Wild splat book. It has 120 foot range and is still 3.5 legal to the best of my knowledge and belief.)

I apologize for mixing the terms. But even your quote from the SRD above provides the RAW needed to make this tiny hut tactic of no consequence to a druid with this feat or comparable spell. :D

Zeff
carnivore

01-08-05, 05:58 PM
correct Zeffan, also anyone with a blindfold of true darkness, or amulet of draconic vision,etc....any item that grants Blindsight.

most creatures that you meet tend not to have blindsight...they have blind sense(dragons for example dont have blindsight,but have blindsense)

this also works vs those with blindsight.....you just have to be far enough away(outside thier range of blindsight)

:D
Snarf

01-08-05, 07:01 PM
Besides, the druid feat was based off permanently giving the druid the sensory ability of a dire bat, and that changed to Blindsense. So, depending on your DM, the feat may or may not continue to work in that manner.

Yeah, yeah, RAW, don't bother saying it...
Snarf

01-08-05, 11:59 PM
Besides, the druid feat was based off permanently giving the druid the sensory ability of a dire bat, and that changed to Blindsense. So, depending on your DM, the feat may or may not continue to work in that manner.

Yeah, yeah, RAW, don't bother saying it...

Hehe, just picked up my Complete Adventurer today, and...lo and behold a replacement wild feat called Blindsense.

OTOH they don't specifically say it replaces the Blindsight feat, but since CA turned out to be a combo MotW/S&S update book, the connection is obvious.
carnivore

11-30-05, 08:01 PM
:bump: to save

:D