| Post/Author/DateTime | Post |
|---|---|
| ZypherX03-12-07, 12:20 PM | I just recently acquired these spells and I haven't had a chance to use them yet. Now, to save myself and my DM future headaches, what are the reasonable limits of these spells? |
| Pippa03-12-07, 02:02 PM | Depends. Charm Person makes the subject believe you're an ally. He might do what he 'll do for a friend - in a given situation. When you charm the guard, he might let you in, as long as you can promise him not to make any trouble, or if you leave you weapons outside, or your friends, or if you won't go farther than the bronze door, or he might insist to escort you after he has called another guard to take his place at the gate. If he is very Lawful, he might not let you in even after you nagged him crazy. This spell does not suddenly make people dumb or so, they just change their attitude towards you (and only you, unless you can assure the guard those other people are your friends, and are okay.) Dominate Person turns the subject into a semi-automatic puppet, which you can controll as long as you don't try to make it do something so overly completely going against instinct and personal nature - in the first case, as the spell description says, anything suicidal won't work. In the latter, once more it depends. If you Dominate a CN rogue and command him to stab some unarmed sheriff in the back, he'll probably do it. The palladin, on the other hand, will strongly resist doing something his entire self is objecting against (in this case honourlessly killing a defenseless Upholder of Law). The outcome of these spells is very case-specific, so I suggest your DM takes his time deciding what exactly happens everytime the spell is cast, and that you trust him on his decision. Keep discussions about whether or not it should have worked in case X or Y for after the gaming session, and if necessairy adjust your opinions on the possibilities so that you're on the same page again for next time's session. |