| Post/Author/DateTime | Post |
|---|---|
| masterofmayhem01-05-06, 06:46 PM | Deathwatch Necromancy [Evil] Level: Clr 1 Components: V, S Casting Time: 1 standard action Range: 30 ft. Area: Cone-shaped emanation Duration: 10 min./level Saving Throw: None Spell Resistance: No Using the foul sight granted by the powers of unlife, you can determine the condition of creatures near death within the spell’s range. You instantly know whether each creature within the area is dead, fragile (alive and wounded, with 3 or fewer hit points left), fighting off death (alive with 4 or more hit points), undead, or neither alive nor dead (such as a construct). Deathwatch sees through any spell or ability that allows creatures to feign death. So with this spell could you essentiall detect all creatures, living or otherwise, in the spells range? All creatures, for instance, have four or more hit points, so as stupid as it sounds, it would seem they are all constantly "fighting off death" (and true in a wacky sense, in that people fight off death by breathing :rolleyes: ). One of my players (who was playing a cleric) tried to use this spell as a "detect commoners" spell while trying to run into a burning building and save people, arguing that all commoners are at about 4 hit points or less, and thus would register as "fighting off death" whenever the spell went over them. Further, the spell does not seem to be blocked by materials, so he argued that it could scan most of the building without him bothering to go inside. :rolleyes: So can you actually use this spell as a "Detect Creatures" spell? |
| JakWote01-05-06, 06:53 PM | Certainly sounds that way. I don't see why you couldn't use it for that. Sounds like you've got a creative cleric on your hands. |
| Eerongal01-05-06, 07:00 PM | yes, the spell is blocked by materials, because of its effect range, cone-shaped emenation. Emenations function like bursts, and bursts are defaultly blocked by walls/cover Burst, Emanation, or Spread 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, even 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 spreads 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. Cone, Cylinder, Line, or Sphere Most spells that affect an area have a particular shape, such as a cone, cylinder, line, or sphere. A cone-shaped spell shoots away from you in a quarter-circle in the direction you designate. It starts from any corner of your square and widens out as it goes. Most cones are either bursts or emanations (see above), and thus won’t go around corners. Also keep in mind the alignment restriction, its an evil descriptor spell, meaning good clerics CANNOT cast the spell. Period. Regardless of what they plan on using it for. |
| masterofmayhem01-05-06, 07:02 PM | yes, the spell is blocked by materials, because of its effect range, cone-shaped emenation. Emenations function like bursts, and bursts are defaultly blocked by walls/cover Ah, perfect. Thanks. Also keep in mind the alignment restriction, its an evil descriptor spell, meaning good clerics CANNOT cast the spell. Period. Regardless of what they plan on using it for. :eek: Wow, I totally missed both of those. Good call. :bow: |
| Eerongal01-05-06, 07:07 PM | however, if you cleric REALLY wants to cast the spell, he can take the consecrate spell (deathwatch) feat, but i dont think its really WORTH it for that. That feat is in the complete divine, FYI. Also, necromancy spells ARE castable by good clerics, just not EVIL spells. For example, poison (cleric level 4) is necromancy, but not evil, therefore fair game. Works the same for evil clerics and good descriptor spells |
| masterofmayhem01-05-06, 07:35 PM | however, if you cleric REALLY wants to cast the spell, he can take the consecrate spell (deathwatch) feat, but i dont think its really WORTH it for that. That feat is in the complete divine, FYI. Also, necromancy spells ARE castable by good clerics, just not EVIL spells. For example, poison (cleric level 4) is necromancy, but not evil, therefore fair game. Works the same for evil clerics and good descriptor spells Yeah, I knew about the "Evil spells cannot be casted by good clerics" rule, it just totally escaped me that the spell was an evil one. Interesting how Poison is not an evil spell, though. Poison being all holy and happy, and all that. :rolleyes: ;) |
| Eerongal01-05-06, 07:44 PM | posion is a very powerful spell, though, 1D10 con primary, and 1D10 con secondary 1 minute later. That can potentially kill most creatures :P |