| Post/Author/DateTime | Post |
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| maddogawogg03-05-05, 10:56 AM | Hi all, i've got some odd game mechanics questions for ya'all. :confused: 1. What in gawd's name is up with the "Spell Turning" spell? 2. Let's say either a "Fiendish Dire Weasel" has latched on to you &/or you are tied up w/ ropes and such and you cast a teleport or similar spell. Does the weasel &/or rope come with you? I say no, my knucklehead dm says yes. please no "dm's always right nonsense". thanks. 3. Does fortification or any other protection from critical hits / death attacks such as death ward or soul fire protect you from a mind flayer instantly slaying you by yanking your brains out? I appreciate any and all responses... unless your response is the dm's always right. :-) Sorry, i just find that to be an annoying and weak response to somewhat "legitimate" questions... thanks again! I hope you all have a wonderful day! :-) |
| Taeldrin Laesrash03-05-05, 11:06 AM | 1. It completely reflects an opponent's spell 2. If it's touching you, yes. 3. No |
| Thomar_of_Uointer03-05-05, 05:28 PM | Spell Turning Abjuration Level: Luck 7, Magic 7, Sor/Wiz 7 Components: V, S, M/DF Casting Time: 1 standard action Range: Personal Target: You Duration: Until expended or 10 min./level Spells and spell-like effects targeted on you are turned back upon the original caster. The abjuration turns only spells that have you as a target. Effect and area spells are not affected. Spell turning also fails to stop touch range spells. From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly. When you are targeted by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected. If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created. Roll randomly to determine the result. d% Effect 01–70 Spell drains away without effect. 71–80 Spell affects both of you equally at full effect. 81–97 Both turning effects are rendered nonfunctional for 1d4 minutes. 98–100 Both of you go through a rift into another plane. Arcane Material Component: A small silver mirror. So it makes magic hit the person who uses it. The second part describes partial reflection, and the third part describes what happens if you and the reflectee both have spell turning. If the weasel wants to come with you, it does. If you are bound by rope, casting spells may be slightly difficult, and it counts as carried equipment. All spells from phase door to teleport describe what is taken with you. The only thing that protects you from a mind flayer eating your brain is having a null Int score or immunity to ability score damage. |
| maddogawogg03-09-05, 06:50 PM | thanks for your input. but a couple more questions. what i'm asking for the spell turning spell is, at least in my and all my other fellow players and my dm's PHB, spell turning says it doesn't affect touch range spells, and also has the example that it doesn't work on i think it said inflict critical wounds, but later in the text, it gives the example of only being partially effected if you don't have enough levels to turn, and inflict critical wounds is the example spell? also, i'm not getting if it's spells that are "touch" spells, or spells that use a range touch to hit. or if it's any spell with the word "touch" in it. i.e., inflict criticals is a touch spell, you use your melee attack against their touch ac. melf's acid arrow is a ranged touch attack, you use your range attack against their touch ac. second, with the whole teleport type spells. i'm not getting why the dire weasel and rope would go with you. shouldn't the spell be more of an "intent" based effect. the spell is primarily for travel, but should it not be as applicable for escape? this is going to be a poor example, but say for instance, you're fighting a vampire in melee. you win on initiative. say your character's a monk, and you use your flurry of blows on him. you do not get energy drained for hitting the vampire, even though the vampire still has it's energy drain ability, correct? i know this is a poor example, but i'm just trying to say the spell should reflect the intent of the caster. thanks again for all of your input! have a great day! :-) |
| Vatras03-09-05, 08:41 PM | Normally you take with you what you want to take - it is worded "may take", so its not a must - but many DMs dont like casters escape their grappling opponents and rule they come with you (thereby telling the caster what target he has to port with him, overruling he may or may not take anyone with him), because they want to continue grappling. Spell turning affects only spells that have only you as a target and are not delivered by touch (i.e. do not require an attack roll). The first mention in the spell is correct, the second is an error. When a mindflayer eats your brain, its not a death attack, nor a critical hit, and all those protections are for naught. Of course, after having read the "Illithiad" my mindflayers would not dream to rip your brain out in brutal combat (they prefer shaved heads spiced with scented oils and the victim held fast by an eating implement). |
| Ra-Tiel03-10-05, 05:16 AM | [...] but many DMs dont like casters escape their grappling opponents and rule they come with you (thereby telling the caster what target he has to port with him, overruling he may or may not take anyone with him), because they want to continue grappling. [...] Hello. ^--This can have a very nasty consequence for the DM... DM: "Ok, as I've told you: all teleportation spells and dimension door take with you everything you touch." Wiz Player: "Ok..." *later the evening...* DM: "Ok, what do you do?" Wiz Player: "Well, I've a higher initiative than the evil fighter?" DM: "Yes. What do you do?" Wiz Player: "Ok, I run up to the fighter, touch his weapon and armor and quicken dimension door away!" DM: :eek: "You cannot do that!" Wiz Player: "Yes I can. 2h ago you yourself told us that I take with me everything I touch while casting the spell!" :evillaugh DM: :bigeyes: :banghead: Wiz Player: :w00t: Ftr Npc: :blink: :surrender _Ra-Tiel. |