Spells and Magic Items FAQ

Post/Author/DateTimePost
#1

wizard

Jul 17, 2003 15:21:31
Originally posted by Wizard
chonjurer, I just received an e-mail from WotC ruling that darkness doesn't provide illumination. Sorry. (I think)
#2

hot_rod

Feb 27, 2004 16:53:40
Of course someone readying an action to attack "If he starts castin' " needs to make a spellcraft roll to know that a spell is being cast...

Otherwise just shout something in draconic to make his action go off first (thinking your casting) to get that readied action out of the way...
(yes, it'll probably hurt, but better than losing the spell AND hurting)
#3

roxlimn

Jul 23, 2003 23:17:07
Are you absolutely certain that attacking with a touch spell while "holding a charge" from round to round is considered unarmed? I was sort of assuming that attacking with a touch spell period was consdiered an armed attack, regardless of when you actually casted it.
#4

roxlimn

Jan 04, 2004 20:49:28
You have to change your notes on how Staffs DCs are calculated. They are now calculated based on the spell DCs of the caster using the item. Attribute bonuses and all feat bonuses apply in this calculation. Also, casters can now use their caster level instead of the one inherent in the staff for determining caster level benefits if their caster level is higher.
#5

exploding_brain

Sep 17, 2003 10:04:06
Lets say I'm a 5th level sorcerer. I have just acquired a standard scroll of Fireball, at caster level 5. My caster level is high enough to activate the scroll with no chance of failure, but I'm not actually capable of casting 3rd level spells. Do I have to make a caster level check to use this scroll?
#6

Zherog

Feb 24, 2004 13:19:39
Wizard - this statement:

The market price is usually the same as the base price, with two exceptions:

is incorrect. I believe what you meant to say is that usually the base price is 1/2 the market price.
#7

Zherog

Feb 24, 2004 15:06:04


That'll teach me to pay better attention next time
#8

Zherog

Mar 23, 2004 19:59:45
Wizard - from the SRD:

Activation: Staffs use the spell trigger activation method, so casting a spell from a staff is usually a standard action that doesn’t provoke attacks of opportunity.

Since a spell must be on your spell list to activate it using the Spell Trigger method, a Specialist Wizard may not use a staff containing a spell from his or her prohibited school.

#9

Zherog

Mar 25, 2004 12:39:40
Originally posted by Fenris_CGA
Not sure if this is the right place for this question. If it isn't, then my apologies.

I could swear I read something on this board about two casters cooperating to craft items: Something like a wizard with the Craft Wand feat working with a cleric (who doesn't have the feat) to create a wand of CLW.

Is this legal according to the rules? Who pays the xp cost?

Yep, it's legal. Anybody can be designated as the "creator" (as long as they are participating) and the creator pays the XP cost.
#10

Zherog

Apr 06, 2004 13:29:10
Using the various formula (skill bonus, enhancement bonus, etc) compute the cost of each ability individually. When you have all those figured out, whichever one has the highest number is the "higher item cost." This one gets the modifier, then add everything together.
#11

Zherog

Apr 06, 2004 16:11:44
Originally posted by kreynolds
For multiple abilities? No, that would be "lower item cost" that gets the modifier (x1.5).

Oh, minor detail.... ;)
#12

Zherog

Apr 14, 2004 15:26:50
In my opinion - nope. ;)
#13

Zherog

Apr 19, 2004 15:20:35
Tonylf - wizard gave you a good answer regarding the damage issues you raised.

I'd like to suggest that the remainder can only be answered by your DM, since you are talking about a house rule he has implemented.
#14

zombiegleemax

Aug 21, 2003 11:56:49
Originally posted by Wizard
chonjurer, I just received an e-mail from WotC ruling that darkness doesn't provide illumination.

That's not what the spell says, and is an errata (i.e. changing of the spell, *not* a clarification) if I ever saw one.
#15

zombiegleemax

Aug 11, 2003 12:24:34
Q: Does the spell Darkness actually provide illumination? (and by extension Deeper Darkness?)
A: Yes. Darkness provides shadowy illumination out to 20', and pg. 164 of the PHB describes exactly what shadowy illumination is. So essentially it acts like carrying a candle with you, and it will actually light up an area that is otherwise dark. Now that may seem like all sorts of wrong (I know it seems so to me), but that is how the rules read.
#16

zombiegleemax

Jul 24, 2003 0:05:16
Originally posted by Wizard
For more on this topic from Monte Cook, check out this link.



Without dredging up old debates wherein the opposition employs doublethink (correcting the problem while simultaneously saying that there is no problem), you should remove that link because it references the 3.0 DMG and is out of date.
#17

zombiegleemax

Jul 24, 2003 0:24:03
No problem. As long as you keep updating it I am quite happy to let you do it so that I can spare myself the aneurisms and flaming.

(and I suggest that you put 3.5 in the title somewhere)

And you might want to include a link to Unda Harvum's list of spell changes in 3.5.

(once I get the books I'll try to contribute some questions)
#18

zombiegleemax

Sep 16, 2003 12:26:01
Wizard: HS is quite right.

(side note: writing to customer service will get you nothing but contradictory answers in the long haul.)
#19

zombiegleemax

Sep 18, 2003 12:53:45
OK kids, can we try to keep the FAQ clear of clutter?
#20

zombiegleemax

Sep 18, 2003 18:13:39
According to customer service there are contradictory rules in the books that we didn't even know about (that are actually OK as long as you read them properly), there are no problems with the published spells (which is poppycock), and the game designers who have explicitely made their intentions clear in multiple places are wrong about their actual intentions ( ).

Until I start seeing a higher-quality product of answers from them, I'm going to treat everything they say as wrong from the get-go, and let them prove otherwise.

kreynolds: It is usually better to move protracted discussions to seperate threads.
#21

zombiegleemax

Apr 15, 2004 14:44:25
def_mornahan: For the most part the items in the DMG aren't priced properly anyways.

http://www.ucalgary.ca/~ammaster/d_n_d/DMG_magic_item_costs.html

I would just say that a the scaling factor for a +1 insight bonus to hit is 1,000gp (or 1,500gp), and go from there.

So the cost would be (insight bonus)^2 * 1,000gp

Unsidhe
Okay, I need to know about Polymorph any Object (the 8th level version).

You're not the only one. This spell was buggered in 3.0, and remains unfixed (typos and all).

What about the immunity to sleep and bonus to resist ench spells, as well as weapon proficiencies?

I would think that *physical* racial properties are inhereted (and you lose your old physical racial traits). It seems that the game designers are incapacle of coming out and describing which traits are "inherent physical" traits of a species and which are "learned social" traits. You would keep your learned social traits (dodge bonus against giants, +1 with slings, etc.) and lose your physical ones (darkvision, wings, etc.).

What happans to the humans bonus feat and extra skill point per level?

That is a mental issue, and your mind is not changed when you are Polymorphed. So you still get the extra skill point.

Would he/she now qualify for any classes (prestige) that were race specific (ie. Arcane Archer)?

Yes. Polymorph specifically states that they change creature type, and PAO inherets that trait.

If he/she had any levels an prestige classes with racial specifers, could he/she still advance in them

Yes (see below).

or still be able to claim benefits (special abilities) from them

[editorial comment]Now this is one of the dumbest things ever:[/editorial comment]
Losing the prerequisites for a PrC has no effect on PrC levels already gained or on future levels.
(gack)

Would it be able to be polymorphed into a non-standard creature like an elf with wings

Sure, why not?

---------------------------

(oh, and Wizard - the new FAQ links link is in my sig; so you can update your link)
#22

zombiegleemax

Apr 15, 2004 15:52:19
w00t!
#23

zombiegleemax

Apr 21, 2004 0:48:31
Originally posted by def_mornahan
I have to say, I think it should be more. A stackable bonus to attack is probably worth at least 2500 gp.

I think that's a bit harsh.

An enhancement bonus to armor is *1,000
Deflection is *2,000
Other is *2,500

+1 enhancement to hit is about *1,000 (a case can be made that it should be higher or lower, but the real answer is that it is completely dependent on the character wielding it, so I average out at *1,000)

So I would, at most, scale it like AC and put it at *2,000 and cap it at +5, and require 3 caster levels/+1 bonus
#24

Vyvyan_Basterd_02

Nov 24, 2003 9:10:38
Originally posted by Moras
Do you know what a Mythallar is?

An archer with a lisp?
#25

Vyvyan_Basterd_02

Nov 04, 2003 11:34:59
Everyone's stumped?
Time this thread's bumped.

Vyv - a poet who didn't know it.
#26

Vyvyan_Basterd_02

Oct 31, 2003 14:09:15
Can a lesser metamagic rod be used on a 3rd-level spell already empowered through feat use (thus taking up a 5th-level slot)?
#27

Edymnion

Nov 15, 2003 23:39:13
Bah, Skip the Sage.
Its both his name and sound advice.
If you want to upgrade an item, just take the price of the upgraded item, subtract out the price of the item you already have, and the differance is how much it costs. Otherwise the entire freaking system breaks down.
#28

cwslyclgh

Aug 04, 2003 16:46:44
you used to do it by changing the subject tittle of the first post in the thread... I do not know if that still works though.
#29

cwslyclgh

Jul 23, 2003 20:38:28
nice FAQ wizard.

you might want to think about putting a link to chonjurer's FAQ links thread on the meta board.
#30

cwslyclgh

Sep 17, 2003 14:25:24
although I can see that argument, I would tend to dissagree, and say that energy-admixture is a single feat, other wise each element would have been listed seperatly.
#31

cwslyclgh

Sep 17, 2003 17:04:48
Special: You can gain [i]this feat[/i] multiple times,

meaning that it is the same feat taken multiple times, not a different feat each time.
#32

cwslyclgh

Sep 17, 2003 17:07:29
by each energy type would have been listed seperatly I meant that it would have listed each energy-admixture seperatly on the feats table, and in the text... thus there would have been no energy-admixture alone on the table or in the text, instead there would have been Energy-Admixture: Fire, Energy-Admixture: Sonic, Energy-Admixture: Cold, etc.
#33

cwslyclgh

Sep 17, 2003 17:30:24
nope, because you have to apply it more then once (using a different energy type each time)... which is forbidden by 3.5 rules, and by 3.o rules you would need to increase spell level by +4 each time you applied it.

but it is the same feat... Energy-Admixture
#34

cwslyclgh

Sep 18, 2003 11:50:22
Nope. You said it's one feat. So you only _need_ to apply it once

by that logic you can empower as spell as many times as you want by adding +2 levels in 3.0... that is patentently wrong...

each time you apply energy admixture you need to choose which type of energy (from the ones that you have choosen) to use, that is why you have tyo take the feat more then once, to choose the seperate energy types...

but what is the feats name?

if you have one chicken mcnugget dipped in BBQ sauce, and one dipped in sweet and sour sauce... is each of them still a chicken mcnugget? just because you have two of them, and they are flavored different doesn't mean that they are not the same thing (little processed, deepfried chunks of chicken).

when you take a feat more then once it is the same feat, taken more then once, a person who takes toughness four times, has taken toughness four times, a person who has taken energy admixture twice, selecting a different element each time, has taken energy admixture twice.

Of course I realy don't care how you play, so do what you want.
#35

cwslyclgh

Sep 18, 2003 12:13:24
Then why the heck are you arguing with me!?

because you are wrong and I don't want to see you lead to many lf the sheep astray (boredom mostly) :P
#36

cwslyclgh

Mar 25, 2004 12:40:24
yes, and the person actually crafting the item (ie the one using the feat) pays the xp cost.
#37

cwslyclgh

Mar 25, 2004 13:43:15
Yes, and that's my opinion as well. However, I've yet to find explicit evidence that specialist wizards have spells of their prohibited schools removed from their class lists as opposed to simply being "prohibited" (though T&B does imply it---but splatbook implications are a few too many steps removed from the designers for me).

I thought it mentioned the specialists prohibited spells not being on thier spell list someplace in the FAQ (probably the 3.0 FAQ, but it isn't likly to have changed).
#38

Tsuul

Feb 25, 2004 14:29:13
Can a quickened spell be interupted with the readied action "If he starts castin..."

Can a Quickened Fireball be counterspelled (by readying the counterspell action) by a standard non-quickened Fireball?

Also the line
For more on readying, check this out in the SRD

points to a file that is 3.0 (it talks about readying partial actions).
#39

zombiegleemax

Sep 16, 2003 12:31:25
Does nobody email the Sage around here? I generally email both, but I've gotten far more reliable responses from Skip.
#40

zombiegleemax

Sep 16, 2003 14:13:42
Originally posted by Wizard
I don't know Skip's e-mail.

[email]tsrsage@aol.com[/email]
#41

zombiegleemax

Sep 17, 2003 16:43:29
Originally posted by cwslyclgh
although I can see that argument, I would tend to dissagree, and say that energy-admixture is a single feat, other wise each element would have been listed seperatly.

They are...

"Benefit: Choose one type of energy: acid, cold, electricity, fire, or sonic."

Also, from the feat description...

"Special: You can gain this feat multiple times, choosing a different type of energy each time. You can use Energy Admixture to further alter a spell that has already been modified with Energy Substitution. You can also use Energy Admixture to include your chosen energy type with a spell that already uses the same type, in effect doubling the damage dice."
#42

zombiegleemax

Sep 17, 2003 17:22:40
cwslyclgh, let me put it another way. If by taking Energy Admixture four times, selecting a new element each time, and treating it as one feat, you could then admix 6d6 acid, 6d6 cold, 6d6 electricity, and 6d6 sonic into a 6d6 fireball, all for the tiny little price of a 7th-level spell (which amazingly deals 30d6 points of damage in a 20-foot radius, I should point out). How is this possible? Well, as you say, it's one feat.

Obviously, the above is nonsense, therefore they are not actually the same feat. :D
#43

zombiegleemax

Sep 18, 2003 6:53:14
Originally posted by cwslyclgh
nope, because you have to apply it more then once...

Nope. You said it's one feat. So you only _need_ to apply it once.

Originally posted by cwslyclgh
...(using a different energy type each time)...

But you said it's one feat, so applying it once gives you _all_ the energy types. Why? It's only one feat.

Originally posted by cwslyclgh
but it is the same feat... Energy-Admixture

See? There you go again! ;)
#44

zombiegleemax

Sep 18, 2003 12:08:55
Originally posted by cwslyclgh
by that logic you can empower as spell as many times as you want by adding +2 levels in 3.0

Nope. Empower Spell is a single feat, treated as a single feat, and can only be taken once. You are saying that Energy Admixture is a single feat, treated as a single feat, but must be taken once for each individual energy type. Thus, if you want all energy types, you have to take it 5 times. But because it is treated as a single feat in all respects, that provides 5 functions, then using it once on a spell provides all five functions.

Originally posted by cwslyclgh
... that is patentently wrong...

Had that been the meaning of my logic, I would agree.

Originally posted by cwslyclgh
each time you apply energy admixture you need to choose which type of energy (from the ones that you have choosen) to use, that is why you have tyo take the feat more then once, to choose the seperate energy types...

This doesn't apply if you truly treat the feat as a single feat.

Originally posted by cwslyclgh
but what is the feats name?

Energy Admixture.

Originally posted by cwslyclgh
if you have one chicken mcnugget dipped in BBQ sauce, and one dipped in sweet and sour sauce... is each of them still a chicken mcnugget?

Yes, but one of them had the Dip feat applied to it twice. Now, the real question is this; If you have taken the Dip feat twice for both [BBQ sauce] and [sweet and sour sauce], does the feat only need to be applied once for both effects? According to your argument, yes, as it is a single feat.

Originally posted by cwslyclgh
just because you have two of them, and they are flavored different doesn't mean that they are not the same thing (little processed, deepfried chunks of chicken).

Is that an intentional double-negative? If so, you lost me.

Originally posted by cwslyclgh
when you take a feat more then once it is the same feat, taken more then once, a person who takes toughness four times, has taken toughness four times, a person who has taken energy admixture twice, selecting a different element each time, has taken energy admixture twice.

Right, but you're saying that Energy Admixture taken more than once is treated as a single feat in all respects, which means that as a single feat, it would provide the benefits of two energy admixturing for the price of one. Why? It's one feat, so you don't have to apply it to the spell twice.

Originally posted by cwslyclgh
Of course I realy don't care how you play, so do what you want.

Then why the heck are you arguing with me!? ;)
#45

zombiegleemax

Sep 18, 2003 12:14:53
LMAO :D :D :D
#46

zombiegleemax

Sep 18, 2003 13:17:38
Originally posted by chonjurer
OK kids, can we try to keep the FAQ clear of clutter?

Define clutter. The FAQ says...

"Post questions or comments on this thread."

As far as I can tell, this is a relevant discussion (except for the last two posts previous to yours, obviously). Are discussions about this FAQ _not_ supposed to be held here? I haven't been around for long, that's why I ask.
#47

zombiegleemax

Sep 18, 2003 16:23:33
Originally posted by Wizard
custserv agrees with Wes at present.

About what and as to what regards?
#48

zombiegleemax

Sep 18, 2003 16:31:24
So...are you gonna at least post the question you sent? The answer is pretty irrelevant without the question (possibly even with it).
#49

zombiegleemax

Sep 18, 2003 16:35:05
Originally posted by Wizard
Well, I just thought you might want to know what they thought.

Oh, I do, but it's meaningless without the question.

Originally posted by Wizard
And here is what I sent, verbatim:

Thanks.
#50

zombiegleemax

Sep 22, 2003 20:26:41
Originally posted by justrabbit1
how about skill?
can one gains more skill point when he gets to level up with headband of intelligence or not?

No. This is explicitly stated in the 3.5 item description.
#51

zombiegleemax

Nov 04, 2003 11:41:13
Originally posted by Vyvyan Basterd
Can a lesser metamagic rod be used on a 3rd-level spell already empowered through feat use (thus taking up a 5th-level slot)?

I'd have to say no. While metamagic rods don't actually adjust the level of a spell, metamagic feats certainly do. If you apply the Empower Spell feat to a fireball, it's now a 5th-level spell, thus a lesser metamagic rod is unable to further modify the spell.
#52

zombiegleemax

Nov 04, 2003 14:07:09
Even considering the text quoted by Wizard, I can't agree just yet. Granted, while an empowered fireball is not a true 5th-level spell, it requires a 5th-level spell slot to cast it from. If you're a sorcerer, you can now cast one less 5th-level spell per for the day. This is in no way, shape, or form similar to a 3rd-level fireball cast from a 5th-level slot. One is a 3rd-level spell that can be cast from any spell slot of 3rd-level or higher. The other is a 3rd-level spell that can only be cast from a 5th-level or higher slot.

An empowered fireball is treated as a 5th-level spell for all intents and purposes regarding spell slots and spells you can cast per day. I don't see why a metamagic rod wouldn't treat an empowered fireball in a like manner.

Maybe this is just my estimation of the intent though.
#53

zombiegleemax

Dec 21, 2003 11:13:03
Originally posted by gorion
Who's correct?

In regards to the price of the item and what you think it's worth, that would be you, the DM. As a general rule, this is how I handle discounts like the one you mention; The discount impacts the market price of the item, i.e. what the PC can get for it if he sells it and what he pays for it when he buys it, but it does not impact the value of the item against his character wealth.
#54

zombiegleemax

Feb 16, 2004 11:38:27
50.
#55

zombiegleemax

Mar 02, 2004 14:44:04
Originally posted by beestje
I've got a question about specific armors. I was wondering if it is possible to add the 'wild' armor ability to a rhino hide armor.

Yes, but you'd need DM approval to do so, as it would be a custom item.

Originally posted by beestje
And if so, how much would that cost?

In total, the armor would cost 26,165 gp. It would cost you 20,000 gp to upgrade it.
#56

zombiegleemax

Mar 25, 2004 9:16:47
Originally posted by Pittbull
Is there any official anouncement which declares nondection as a "such as" divinationspell or not?

You're asking if nondetection works against nondetection?
#57

zombiegleemax

Mar 25, 2004 10:10:07
Originally posted by tonylf
But what does carry mean? Do you get the bonus if you have it tucked in your belt? In your backpack? Duct-taped to your forehead??

I'd say as long as it's in full view, you've got nothing to worry about.
#58

zombiegleemax

Mar 26, 2004 7:38:43
Originally posted by Pittbull
I wanted to ask, if nondetection works against see invisible?

Gotcha. Here's an old reply from the Sage about that...

In addition, there have been questions raised concerning how Mind Blank functions in conjunction with other spells. For example, lets say a wizard casts Mind Blank and Improved Invisibility on himself. Does the invisibility now count as part of the caster, or is it considered a separate entity in regards to spells like See Invisibility?

Mind blank is not effective against see invisibility (non detection is). Mind blank protects against devices and spells that detect, influence, or read emotions or thoughts. And against scrying, which is magical information gathering conducted remotely. See invisibility is not scrying.

In other words, is the Mind Blanked/Invisible wizard protected from See Invisibility? Detect Magic? True Seeing?

No in all three cases.

...incedentally, when I asked customer service a similar question, they initially rule the opposite, then changed their minds and said such a ruling could go either way.
#59

zombiegleemax

Apr 01, 2004 5:56:17
Originally posted by Corillium
Is casting a spell like making an attack? If so, if I am a caster who can now make 2 attacks a round, does that mean I can cast 2 spells around as long as they are 1 standard action spells?

Nope. Casting a spell is a standard action. Making an attack is a standard action. If you're a character who's base attack bonus is, for example, +6/+1, you can make one attack as a standard action or two attacks as a full-attack action.
#60

zombiegleemax

Apr 06, 2004 13:41:36
Originally posted by Zherog
...whichever one has the highest number is the "higher item cost." This one gets the modifier...

For multiple abilities? No, that would be "lower item cost" that gets the modifier (x1.5).
#61

althor_enchantor

Aug 22, 2003 15:00:23
Wizards and Sorcerors can now cast Create Undead and its greater version, but according to the spell description, you can't control the undead unless you command them. How does an arcane caster rebuke & command undead?
#62

zombiegleemax

Sep 17, 2003 9:43:09
Originally posted by Wizard
Metamagic feats

Q: Do metamagic feats stack?
*snip*
A: You cannot, however, use the same metamagic feat on a spell twice, with the exception of Energy Admixture from Tome and Blood, a class-based accessory for wizards and sorcerers.

are you sure about the fact that you can apply Energy Admixture more than once? What is the source of this inference? The SRD is very clear: "You can’t apply the same metamagic feat more than once to a single spell." What gives you the idea that Energy Admixture is the exception? (I'm not necessarily saying "you're wrong;" I'm saying "if you're right, what's your source?")

I take it you can counter a spell. How so?
*snip*
Notes:Even if using dispel magic or dispel magic, greater, you must still identify the spell before you can attempt to counter it.

The SRD is clear on this, too: "You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting"


Good work, Wiz!
#63

fenris_cga_dup

Mar 25, 2004 12:38:24
Not sure if this is the right place for this question. If it isn't, then my apologies.

I could swear I read something on this board about two casters cooperating to craft items: Something like a wizard with the Craft Wand feat working with a cleric (who doesn't have the feat) to create a wand of CLW.

Is this legal according to the rules? Who pays the xp cost?
#64

KerlanRayne

Mar 24, 2004 1:23:58
Originally posted by Wizard
Q:Is caster level a prerequisite for making magic items?
A:
Yes. In the case of spell duplication items (scrolls, potions, wands, and staves) you may set the caster level at any level you have attained that could cast the neccessary spell. The exception to this is the staff, which requires at least caster level 8 to create. Wondrous items, rods, rings, armor and weapons all require that the creator possess the caster level listed in the item description.

Thank goodness this is no longer true. DMG errata has changed it so that it's not a prerequisite.

KerlanRayne
#65

zombiegleemax

Nov 18, 2003 22:04:19
I just noticed also that in the description of target is says "you and an evil enchantment or evil spell" but in the description it doesn't mention evil spells as targets
#66

zombiegleemax

Nov 18, 2003 21:44:28
I have a nice question. I've read the dispel evil and it says that you can dispel "one" enchantment on target creature you touch right? So let's just say that he has many enchantments on him you can choose which one? or is it random? Choosing seems to me a little odd i touch you and oh you got on you stoneskin, bless, aid ... i choose stoneskin booommmm...
#67

zombiegleemax

Aug 12, 2003 18:18:57
I'll check there.

Although I am curious how or if Glibness and charm person (or the like) would interact.
#68

zombiegleemax

Aug 09, 2003 12:18:32
Q: Can Glibness be used to impart obviously false information that would cause the target's attitude to drastically change? ie that someone is trying to kill the target?

Q: What effect (if any) would Glibness have (on a failed save) if the target was told that he would die if he did not complete a specific action; would the target act as though the lie were entirely true?

Q: Would Glibness allow for an expansion of what a target would or would not do under the definitions of the various charm-type spells?

Q: How much (if at all) can Glibness override a creature's self-preservation instinct by stating that something harmful is actually harmless?
#69

mikeatuconn

Nov 19, 2003 1:48:16
In the SRD they give the following example: "If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5."


Okay, now a Ring of Prot +2 is at Caster Level 6, a Ring of Invis is at Caster Level 3. Now what is the Caster Level for the Ring in regards to Dispell attempts. Say it gets it with a dispell that dispells things less than CL 4.
Is the invisibility power suppressed and not the Protection +2?(assumes its treated as two items in the same slot)
Is the whole item suppressed?(assuming it goes with the lowest CL)
Or does the ring still function completely?(Assumes highest CL wins, or CL of primary ability wins)


ORRRRRRRRRR, should the effective price of the ring of invisibility be raised linearly to conform to a CL6, effectively doubling its price before the 1.5 additional slot charge?
#70

Gilderoy

Sep 15, 2003 13:36:05
I think this thread may be able to clear up a few questions I have relating to a Necromancing Sorcerer I recently started playing.

Are all targeted (as opposed to area-effect) spells that do damage capable of doing double damage on a critical hit (e.g., Inflict spells and Chill Touch)?

Also, for spells that affect multiple targets (e.g., Chill Touch), can you hold charges and keep hitting the same opponent in subsequent rounds?

Finally, can a familiar with the Deliver Touch Spells ability and the caster target the same enemy in the same round?

Thanks in advance.

Greg Draves
#71

Gilderoy

Sep 15, 2003 23:27:02
Thanks for the feedback, guys. I really appreciate the quick response. I guess I'll have to defer to my DM on point 3 of my query...

Greg Draves
#72

Gilderoy

Sep 16, 2003 22:43:37
Once again the FAQ comes through!

I appreciate all the feeback you guys have given, even though it appears to be a no on splitting charges from a single casting between caster and familiar.

Greg Draves
#73

zombiegleemax

Aug 04, 2003 21:32:52
EBT stands for Extradimensional Blue Thing.

Ah. I'd guessed the Blue Thing - the "E" had me stuck

-Hyp.
#74

zombiegleemax

Aug 04, 2003 19:39:25
Thanks, EBT.

...?

Also, a note about using the caster's DC and caster level for staffs is probably worth including...?

Q:How are DC's for staves calculated?
A: For each individual power, one calculates the DC of the minimum Int wizard casting that spell. For a 3rd level spell, for instance, the base DC for the staff would be 14, because the DC would be 10+3(spell level)+1(bonus of Int 13, the minimum required score to cast 3rd level spells).

-Hyp.
#75

zombiegleemax

Aug 04, 2003 18:31:32
7-19-03:Got the books. It's all edited for 3.5.

Not all of it:

Q: It seems that spellcaster DC's are important. How can I increase mine?
A: The most common methods include two feats called Spell Focus and Greater Spell Focus. The former is a prerequisite for the latter. They apply only to a specific school of spells. Spell Focus increases the DC by 2, while Greater Spell Focus increases the DC by 4. These two feats do not stack.

-Hyp.
#76

zombiegleemax

Nov 18, 2003 21:56:41
I have a nice question. I've read the dispel evil and it says that you can dispel "one" enchantment on target creature you touch right? So let's just say that he has many enchantments on him you can choose which one? or is it random? Choosing seems to me a little odd i touch you and oh you got on you stoneskin, bless, aid ... i choose stoneskin booommmm...

Stoneskin's an Abjuration, not an Enchantment.

-Hyp.
#77

zombiegleemax

Sep 15, 2003 14:21:00
Are all targeted (as opposed to area-effect) spells that do damage capable of doing double damage on a critical hit (e.g., Inflict spells and Chill Touch)?

As long as they have an attack roll. (Magic Missile, for example, is a targetted spell that does damage... but you can't crit with it.)

Also, for spells that affect multiple targets (e.g., Chill Touch), can you hold charges and keep hitting the same opponent in subsequent rounds?

Or, indeed, multiple times in the same round if you have multiple attacks an a Full Attack Action available.

Finally, can a familiar with the Deliver Touch Spells ability and the caster target the same enemy in the same round?

You have to time it carefully; remember, if you cast another spell, the spell your familiar is 'holding' will dissipate. So you need to be sure the familiar has already delivered his spell before you cast the second one.

-Hyp.
#78

zombiegleemax

Sep 15, 2003 19:22:47
3.Yes. And yes, you can deliver quite a few chill touches in one round with this method (master casts 1st round, makes full attack next round, and so does familiar. Assuming there are enough touches to go around, each attack will be chilled.)

I don't agree with that.

The master can cast Chill Touch, but the touches can't be split between the master and familiar. Either the familiar delivers the spell, or it doesn't.

"Deliver Touch Spells (Su): If the master is 3rd level or higher, a familiar can deliver touch spells for him. If the master and the familiar are in contact at the time the master casts a touch spell, he can designate his familiar as the “toucher.” The familiar can then deliver the touch spell just as the master could. As usual, if the master casts another spell before the touch is delivered, the touch spell dissipates."

Note - as the toucher. Not as a toucher. For a given casting of Chill Touch, if the familiar is the toucher, then the master is not. If the master is the toucher, then the familiar is not.

You can't both be the toucher.

-Hyp.
#79

zombiegleemax

Sep 15, 2003 21:10:21
Why can't he designate the familiar as "the toucher" for that specific touch? There's no evidence that points to the familiar being "the toucher" for the whole spell.

You designate when you cast the spell, and the familiar can deliver "the touch spell".

Not "part of the touch spell", or "some or all of the touch spell".

-Hyp.
#80

zombiegleemax

Sep 17, 2003 14:12:14
I can't remember off the top of my head why I wrote that...

I would assume that Energy Admixture: Fire and Energy Admixture: Sonic are two different metamagic feats, so the rule prohibiting stacking of the same metamagic feat is irrelevant.

A Fire-Admixed, Sonic-Admixed Ray of Frost is fine; a double-Fire-Admixed Ray of Frost is not.

-Hyp.
#81

zombiegleemax

Sep 18, 2003 18:18:06
Until I start seeing a higher-quality product of answers from them, I'm going to treat everything they say as wrong from the get-go, and let them prove otherwise.

That's always been my plan.

Which made it a little annoying when they agreed with me on Lances and on Inherent Bonuses

-Hyp.
#82

zombiegleemax

Nov 16, 2003 21:42:57
It simply prevents rampant buying of +1 slotted magic items, and then upgrading them every time you get a bit of gold.

That's exactly what the system expects you to do.

Check out the standard NPCs in the 3E DMG.

The NPC Wizard, for example:

Bracers of Armor
Lvl 4, +1
Lvl 9, +2
Lvl 12, +3
Lvl 17, +5
Lvl 18, +6

Cloak of Resistance
Lvl 5, +1
Lvl 13, +2
Lvl 15, +3

Ring of Protection
Lvl 7, +1
Lvl 13, +2

Amulet of Natural Armor
Lvl 11, +1
Lvl 15, +2

Headband of Intellect
Lvl 12, +2
Lvl 15, +4
Lvl 18, +6

You are expected to upgrade your items when you have the cash to do it.

-Hyp.
#83

zombiegleemax

Nov 04, 2003 14:30:45
An empowered fireball is treated as a 5th-level spell for all intents and purposes regarding spell slots and spells you can cast per day. I don't see why a metamagic rod wouldn't treat an empowered fireball in a like manner.

It's not explicitly stated. But I'd go to the section on Magic Items and Metamagic Spells:

Magic Items and Metamagic Spells: With the right item creation feat, you can store a metamagic version of a spell in a scroll, potion, or wand. Level limits for potions and wands apply to the spell’s higher spell level (after the application of the metamagic feat). A character doesn’t need the metamagic feat to activate an item storing a metamagic version of a spell.

-----

Granted, it only specifically references potions and wands. But I would be very comfortable ruling that "Magic Items and Metamagic Spells: Level limits apply to the spell's higher spell level" applies to Metamagic Rods and Spell Storing Weapons as well.

(The Ring of Spell Storing explicitly states that the higher Metamagic'd level counts; the Weapon special ability does not.)

-Hyp.
#84

zombiegleemax

Oct 30, 2003 13:08:10
Now what happens if I cast a spell that's supposed to take effect outside of the field? I've read in the official FAQ that Antimagic field blocks line of effect, and casting spells on target requires line of effect.

Right. So the only spells you can cast are spells with a range of Personal or Touch, that have a non-instantaneous duration.

I can't cast Magic Missile on anyone - I have no Line of Effect.

I can cast Bull's Strength on someone I can touch, but they won't get any stronger until they leave the field. While they are in the AMF, the spell is suppressed, and the duration is ticking down...

I can't cast Inflict Light Wounds to any effect - I can touch someone, but the duration is instantaneous, so by the time they leave the field, the spell has gone - there's no magic to cause them damage.

-Hyp.
#85

zombiegleemax

Feb 24, 2004 14:27:51
Originally posted by Zherog
I believe what you meant to say is that usually the base price is 1/2 the market price.

No, he didn't.

The creation cost is half the base price.

The base price is, in most cases, the same as the market price.

-Hyp.
#86

zombiegleemax

Mar 24, 2004 14:01:17
Originally posted by Lord Lorac Silvanos
Sorry, I am a bit confused what is it that you think is no longer a prerequisite? Caster level??

Right.

According to the DMG errata, the minimum caster level is not that listed beside the item, but rather the minimum at which the caster is capable of supplying the prerequisites spells and feats.

-Hyp.
#87

zombiegleemax

Apr 02, 2004 2:31:11
Originally posted by Corillium
A single melee attack is a standard action as well, according to the book. Which is where I am confused. If a standard action, according to the rules, is a single melee attack or cast a spell, and a full round action is making all your attacks (or standard actions), then why aren't you allowed to cast 2 spells a round if you get 2 attacks around?

The attack action is a standard action that allows you to make a single attack.

The full attack action is a full round action that allows you to make multiple attacks - not multiple standard actions.

The cast a spell action is (in most cases) a standard action that allows you to cast a single spell.

The line "Making an attack is a standard action" is referring to the attack action. The attack itself is not a standard action; the action that allows you to make a single attack is a standard action.

There is no action that allows you to cast multiple spells.

-Hyp.
#88

zombiegleemax

Apr 15, 2004 15:10:18
Originally posted by chonjurer
[editorial comment]Now this is one of the dumbest things ever:[/editorial comment]
Losing the prerequisites for a PrC has no effect on PrC levels already gained or on future levels.
(gack)

They put the old 3E line back in the Complete Warrior - if you lose a requirement for a PrC, you lose access to every class feature except base saves, BAB, and HD.

-Hyp.
#89

entropysoda

Nov 15, 2003 20:21:47
Originally posted by Wizard
I'll believe it when I see it. If you could post it, then I'll change it. But this goes against EVERYTHING I've ever heard about this.

Not a problem...Essentially any item that "takes up a space" costs more (double in old rules, 50% more in 3.5) to upgrade or add abilities to. See below:

Return-Path:
From: [email]TSRsage@aol.com[/email]
Message-ID: <97.3404d8f5.2b7bc46a@aol.com>
Date: Wed, 12 Feb 2003 10:38:18 EST
Subject: Re: Improving Magic items
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In a message dated 2/10/03 10:14:12 PM, :

<< Does increasing an item's power (such as, making a ring of protection +1
into a ring of protection +2) double the cost? What about chainmail +1 that
I want to make into chainmail +1 of invulnerability?<<

Yes.


>>It says on page 246 of DMG that an additional power added to an item that
takes up a specific space on a character (such as a ring) doubles the cost.
But I am not sure that this applies in any of these 2 cases above. >>

Actually, both these items take up an item sapce (specifically, a ring space
and the armor space).
#90

entropysoda

Nov 18, 2003 0:35:51
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.

This text implies that making a +1 longsword into a +2 longsword counts as "add new magical abilities".

Now it tells us:
If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%.

So a slotted item going from +1 to +2 (similar to the longsword example) would have its cost increased by 50%. Or, at least, this is what the text implies. This section BADLY needs to be clarified!
#91

entropysoda

Nov 18, 2003 0:23:25
then it costs 3000 gp to improve a ring of protection +1 to a ring of protection +2-

I get :
Ring of Prot. +2 price = 8000
Ring of Prot. +1 price = 2000
cost of adding +2 (assuming it's considered a additional ability) = (8000*1.5)

cost of adding +2 ability - cost of +1 ability = 10,000
(8000*1.5)-2000=10,000 for improving a ring of protection +1 to a ring of protection +2.

Thus the Material Cost = 10,000/2 = 5000.

How did you get 3,000? You seem to be ignoring the "If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%."
, which is strange because you declared:
"if this whole paragraph applies to increasing abilities as well as adding them (by treating each increase as one new ability)" thus, the 50% increase needs to be applied!


FYI:
Protection
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Caster Level: 5th; Prerequisites: Forge Ring, shield of faith, caster must be of a level three times that of the bonus of the ring; Market Price: 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); or 50,000 gp (ring +5).
#92

entropysoda

Nov 18, 2003 1:51:50
I believe it simply refers to the vorpal ability. It's unclear, but it's certainly not explicit that it refers to the +1 as well.

Then Why, oh why, did they not simply say, longsword +1 and making it into a longsword +1 vorpal?

Fine with me if you look at it that way, but it makes no sense. Why would you EVER improve an item? It's then more expensive to improve an item than to make a whole new one, because you can just make a new ring of protection +2 for 4000 gp.

I wasn't really making a judgement. Just trying to figure out what the rules intended. Our group plays "by the book" or failing that Sage's answers. We rarely if ever make arbitary DM calls. So right now we don't improve SLOTTED items, we buy new ones. It sucks, but we like to be consistant on "getting the rules right".
#93

entropysoda

Nov 05, 2003 22:03:17
Originally posted by Wizard
You're correct in your interpretation of the SRD, but not of my answer. When calculating the price of the new & improved item, you factor in the +50% cost there.

I understand, but this is very confusing(ALL my players were confused by it). Perhaps you should make this explicit in the A: to the question. Also, more generally in the FAQ, a [Refer] section on each question, noting exactly where the official answer is found would help (see below)

Thus:
Q:Can I improve existing items?
A: Yes. The cost (in market price, base price, and cost to create) equals (value of the new item)----(value of the old item).
Note you must by increase the "value of the new item" by 50% when improving abilities on items that take up a slot (i.e. most items except for weapons). This increase would apply when, say increasing a ring of prot. +1 to a ring of prot. +2.
[Refer to ADDING NEW ABILITIES in the SRD section "MagicItemsI"]

Great job on the FAQ!
#94

entropysoda

Nov 20, 2003 16:39:04
It has indeed been all pain to us ;>

Sage: "Are you asking in increasing an Item's bonus is the same as adding a second ability (which would cost an extra 50%)? It isn't."

Me: Yes, that is what I was asking. However, in a previous reply (in 3.0) you told me that increasing a slotted items power did indeed increase the cost (like adding a brand new ability to it). Did this change, or did I misunderstand your previous reply?

Sage: A careful reading of the two answers should make all pain to you.
Adding a new ability costs more, making a numerical bonus bigger does not cost more.
#95

entropysoda

Nov 18, 2003 17:17:45
it's still bad judgement to take "rules" from a source that barely implies them.

That's the reason I'm here on the boards concerning this issue in the first place! So let's solve this thing!
#96

entropysoda

Nov 05, 2003 1:29:22
Q:Can I improve existing items?
A: Yes. The cost (in market price, base price, and cost to create) equals (value of the new item)----(value of the old item)

I believe this is wrong. Actually, the cost increases by 50% when improving abilities on items that take up a slot (i.e. most items except for weapons). This would apply when, say increasing a ring of prot. +1 to a +2. It's confusing but it counts as "adding a new ability" (as far as I know).

From the SRD:
ADDING NEW ABILITIES
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.
If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.
#97

entropysoda

Nov 13, 2003 7:21:19
Originally posted by Wizard
However, your example is faulty. Increasing a ring of protection +1 to a ring of protection +2 isn't adding a new ability---it's increasing one that's already present.

Most would think so, however, the Sage himself told me (via email) that "increasing an ability" in the case of ITEMS THAT REQUIRE A SLOT (only), is done just as "adding a new ability".

He did tell me this in 3.0; I don't believe it's changed in 3.5 , though.
#98

entropysoda

Nov 22, 2003 3:07:38
Sage: A careful reading of the two answers should make all pain to you.

The pain goes on. Wizards wrote me a response saying, it DOES indeed cost 50% to upgrade an item such as a ring of protection from +1 to +2.

I made a seperate thread for this issue (Improving Slotted Magic Items):
http://boards1.wizards.com/showthread.php?s=&threadid=136384
#99

entropysoda

Nov 16, 2003 21:26:47
Otherwise the entire freaking system breaks down.

I disagree. It simply prevents rampant buying of +1 slotted magic items, and then upgrading them every time you get a bit of gold. Now, you have to THINK about what you really need, rather than everyone buying ring of prot. +1, cloak of prot. +1, and upgrading like mad...
#100

zombiegleemax

Oct 30, 2003 6:30:30
Hi people,

Is it possible for a wizard to cast spells while inside an antimagic field?

My intuitive answer was a definite NO, but then I started wondering.

1. If you can't cast spell while in an antimagic field, which is centered on YOU, it makes the spell, well, not to bloody likely to be cast.
2. It doesn't actually say anywhere in the spell description that you can't.

QUOTE:
"An antimagic field suppresses any spell or magical effect used within, brought into, or cast into the area, but does not dispel it. Time spent within an antimagic field counts against the suppressed spell’s duration" (SRD)

So It seems to me that if you cast a spell inside an antimagic field, it's effect is surpressed. So far so good.

Now what happens if I cast a spell that's supposed to take effect outside of the field? I've read in the official FAQ that Antimagic field blocks line of effect, and casting spells on target requires line of effect.

Please, help a confuse wizard.
#101

zombiegleemax

Oct 31, 2003 10:10:51
OK, I grant that this seems to be the correct interpertation.

On the other hand, given this interpertation I have to question the usefulness of the spell. It's a 6th level spell that leaves you, as a wizard, impotent, while every melee guy can kill you easily.

I just don't understand what the spell is good for.
#102

kalniel

Jul 17, 2003 15:29:18
Some questions about the FAQ -

What does 'check out' mean? it's your very first answer but I don't understand.

Is there any significance of which bits are bold, or is this just a formatting consistency issue?

Further idea might be to specify whether the FAQ is for 3.0 or 3.5 rules.

Kalniel

Edit: fixed thankyou
#103

zombiegleemax

Nov 05, 2003 10:36:56
Q:Item creation pricing and cost. I don't get it.
A:Then simply click on this link.

This link does not work. Nice FAQ otherwise.
#104

zombiegleemax

Nov 13, 2003 7:30:08
Originally posted by entropysoda
Most would think so, however, the Sage himself told me (via email) that "increasing an ability" in the case of ITEMS THAT REQUIRE A SLOT (only), is done just as "adding a new ability".

He did tell me this in 3.0; I don't believe it's changed in 3.5 , though.

Umm, that contradicts about 100% of everything I have ever seen ont he subject. Would you care to post the email?
#105

zombiegleemax

Nov 04, 2003 16:37:40
That makes sense.
#106

zombiegleemax

Nov 04, 2003 13:10:11
Weird language in the Metamagic Rod stuff too, though, particularly this:

A caster may only use one metamagic rod on any given spell, but it is permissible to combine a rod with metamagic feats possessed by the rod’s wielder. In this case, only the feats possessed by the wielder adjust the spell slot of the spell being cast.

However, the rods themselves speak of modifying an x "level" spell, not an x "spell slot" spell. I think Wizard has the right of it, the rods depend on the spell "level," which isn't changed.
#107

Paladin-s_Pride

Aug 11, 2003 10:24:45
Staves in 3.5 now use the same DC as the caster would if he were personally casting the spell, they are no longer calculated like other items.
#108

wizard

Nov 05, 2003 10:06:48
You're correct in your interpretation of the SRD, but not of my answer. When calculating the price of the new & improved item, you factor in the +50% cost there.
#109

wizard

Aug 22, 2003 15:03:42
from the SRD
Command Undead
Necromancy
Level: Sor/Wiz 2
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One undead creature
Duration: One day/level
Saving Throw: Will negates; see text
Spell Resistance: Yes
This spell allows you some degree of control over an undead creature. Assuming the subject is intelligent, it perceives your words and actions in the most favorable way (treat its attitude as friendly). It will not attack you while the spell lasts. You can try to give the subject orders, but you must win an opposed Charisma check to convince it to do anything it wouldn’t ordinarily do. (Retries are not allowed.) An intelligent commanded undead never obeys suicidal or obviously harmful orders, but it might be convinced that something very dangerous is worth doing.
A nonintelligent undead creature gets no saving throw against this spell. When you control a mindless being, you can communicate only basic commands, such as “come here,” “go there,” “fight,” “stand still,” and so on. Nonintelligent undead won’t resist suicidal or obviously harmful orders.
Any act by you or your apparent allies that threatens the commanded undead (regardless of its Intelligence) breaks the spell.
Your commands are not telepathic. The undead creature must be able to hear you.
Material Component: A shred of raw meat and a splinter of bone.

Control Undead
Necromancy
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: Up to 2 HD/level of undead creatures, no two of which can be more than 30 ft. apart
Duration: 1 min./level
Saving Throw: Will negates
Spell Resistance: Yes
This spell enables you to command undead creatures for a short period of time. You command them by voice and they understand you, no matter what language you speak. Even if vocal communication is impossible the controlled undead do not attack you. At the end of the spell, the subjects revert to their normal behavior.
Intelligent undead creatures remember that you controlled them.
Material Component: A small piece of bone and a small piece of raw meat.

I'll add it to the FAQ. Thank you!
#110

wizard

Aug 21, 2003 20:22:14
Ouch! OK! Edit!
#111

wizard

Aug 21, 2003 10:54:38
chonjurer, I just received an e-mail from WotC ruling that darkness doesn't provide illumination. Sorry. (I think)
#112

wizard

Aug 20, 2003 5:16:41
Organized the questions under general headings. If you see any that are out of place, please tell me. Thanks!
#113

wizard

Aug 20, 2003 5:16:07
Organized the questions under general headings. If you see any that are out of place, please tell me. Thanks!
#114

wizard

Aug 19, 2003 10:45:52
I put in some new spell questions, and now that I'm back from vacation, I can be much more responsive, effective the rest of the school year.

Keep the questions coming!
#115

wizard

Nov 19, 2003 13:42:16
In general, the price of non-scroll\staff\potion\wand items is independent of their caster level. So the price is unaffected.

The closest parallel I could find is that staves require all the spells in them to be of the same CL. I assume that for simplicity's sake, the CL of the entire ring is lifted to 6th level, with no additional cost.

NOTE that when improving a staff this way, one would have to improve the spells inside to the new CL. Remember to multiply the final price by (# of charges\50), though.
#116

wizard

Nov 05, 2003 13:12:40
Wow, you're right. I'd posted a thread that answered every item creation pricing question I could think of, AND included a walkthrough that explained everything to the point of absurdity, and now it's gone. I'll have to re-write it sometime. Perhaps I'll simply put it on one of the "saved posts" I have at the bottom of the FAQ. I'll get to it. In the meantime, thanks a lot, d_nychus!
#117

wizard

Aug 11, 2003 15:11:44
Arcanix, your questions should probably belong on the S&F, C&W FAQ (not sure if that's still maintained) because these questions are identical to "What can 20th level rogues with Cha's of 42 make people believe?"
#118

wizard

Aug 11, 2003 15:06:10
chonjurer, I'm on vacation and don't have the books with me. Could you give me a quote of whatever it says on p. 164 of the PHB?

And second, wouldn't the concealment from actual darkness overlap with the magical darkness to create total concealment?

Because this spell has generated so much controversy, I'm going to ask customer service and delay an entry of the spell on the FAQ until I know for sure.
#119

wizard

Aug 04, 2003 21:26:12
EBT stands for Extradimensional Blue Thing.

And I'll include that.
#120

wizard

Aug 04, 2003 19:09:04
Thanks, EBT. In 3.0, GSF gave a +4 and overlapped with SF. Now they both give +1 and they stack with each other.
#121

wizard

Aug 04, 2003 15:45:12
Chonjurer--I don't think we're able to change thread titles. If we are, how does one do so? I've only been able to change the subject of my particular post, rather than the thread itself.

Should I be asking the WizO's for a favor?
#122

wizard

Nov 18, 2003 9:48:45
Why would the rules ever intend that item improvement be harder than constructing a new item?

And the vorpal sword example was simply badly written. The DMG was not well-edited, but it's still bad judgement to take "rules" from a source that barely implies them.
#123

wizard

Feb 11, 2004 13:59:09
Q: Quand on a temps stop, peut-on (ready---don't know that much french) un action?
A: Oui. On n'a pas besoin de faire d'autre chose pour (readier?) un action quand on a temps stop.
#124

wizard

Jul 23, 2003 23:16:10
You mean a link from my FAQ to his collection? Done. Great idea.
#125

wizard

Jul 23, 2003 23:26:58
You're right. I thought it was a dumb rule, but it turned out that it was talking about what would happen if you tried for a normal unarmed attack while holding the charge. I'll change it now.

Thanks, Roxlimm.
#126

wizard

Jul 24, 2003 0:18:31
Originally posted by chonjurer


Without dreding up old debates wherein the opposition employs doublethink (correcting the problem while simultaneously saying that there is no problem), you should remove that link because it references the 3.0 DMG and is out of date.

True fact. Editing...done. Thanks, chonjurer, and thanks again for putting me on the FAQ board.
#127

wizard

Nov 18, 2003 0:59:37
Originally posted by entropysoda
I get :
Ring of Prot. +2 price = 8000
Ring of Prot. +1 price = 2000
cost of adding +2 (assuming it's considered a additional ability) = (8000*1.5)

cost of adding +2 ability - cost of +1 ability = 10,000
(8000*1.5)-2000=10,000 for improving a ring of protection +1 to a ring of protection +2.

Thus the Material Cost = 10,000/2 = 5000.

Fine with me if you look at it that way, but it makes no sense. Why would you EVER improve an item? It's then more expensive to improve an item than to make a whole new one, because you can just make a new ring of protection +2 for 4000 gp.

How did you get 3,000? You seem to be ignoring the "If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%."
, which is strange because you declared:
"if this whole paragraph applies to increasing abilities as well as adding them (by treating each increase as one new ability)" thus, the 50% increase needs to be applied!


I was going by the sentence
from the SRD
The cost to do this is the same as if the item was not magical.



So, treating each +1 as a different ability, the cost to add a +1 ability to an item is the same as 2000-(neglible cost of non-magical ring). I agree this is absurd, but that's my point!


FYI:
Protection
This ring offers continual magical protection in the form of a deflection bonus of +1 to +5 to AC.
Caster Level: 5th; Prerequisites: Forge Ring, shield of faith, caster must be of a level three times that of the bonus of the ring; Market Price: 2,000 gp (ring +1); 8,000 gp (ring +2); 18,000 gp (ring +3); 32,000 gp (ring +4); or 50,000 gp (ring +5).[/i]

I have to wonder, then. In your view, is a ring of protection +5 made up of five different abilities(+1, +2, +3, +4, and +5)? Wouldn't it then cost (2000 + 12000 + 27000 + 48000 + 75000=)164000 gp?!
#128

wizard

Mar 25, 2004 13:34:56
Originally posted by Zherog
Since a spell must be on your spell list to activate it using the Spell Trigger method, a Specialist Wizard may not use a staff containing a spell from his or her prohibited school.

Yes, and that's my opinion as well. However, I've yet to find explicit evidence that specialist wizards have spells of their prohibited schools removed from their class lists as opposed to simply being "prohibited" (though T&B does imply it---but splatbook implications are a few too many steps removed from the designers for me).

-------------------------------------------------

Having a rod of splendor taped to your forehead, poking out of your backpack, even ingested (don't ask---I've seen a player do it before---he had this weird item that gave everyone around him x-ray vision so they could see it) counts as "carrying" it.

------------------------------------------------

The others have answered the cooperative crafting question.

------------------------------------------------

Blast...that's what I get for falling behind on the DMG errata. I'll change it when I get home and can read PDF files.
#129

wizard

Nov 25, 2003 15:12:08
Originally posted by Moras
Do you know what a Mythallar is?

This doesn't really belong on the FAQ. Regardless, I'll try to find out and PM you.
#130

wizard

Nov 18, 2003 22:25:21
Originally posted by Flametongue
I just noticed also that in the description of target is says "you and an evil enchantment or evil spell" but in the description it doesn't mention evil spells as targets

Err..yes, it does:

from the SRD:
Third, with a touch you can automatically dispel any one enchantment spell cast by an evil creature or any one evil spell.

And you can choose which spell to dispel. The reason is that the default is to allow a player to choose their targets. Fireball doesn't go off in a random direction(usually ). Why should other spells, unless they say so?

Note, however, that this doesn't tell you what spells are currently active on your target. If you already know, then you may certainly choose. If you don't know the DM should direct the spell at a suitable target spell. i.e. not sending the dispel against stoneskin(only to fizzle, because stoneskin is neither evil nor an enchantment) when the enemy has protection from good active.
#131

wizard

Nov 18, 2003 1:10:43
Originally posted by entropysoda
This text implies that making a +1 longsword into a +2 longsword counts as "add new magical abilities".

I believe it simply refers to the vorpal ability. It's unclear, but it's certainly not explicit that it refers to the +1 as well.
#132

wizard

Jul 17, 2003 15:21:31
This is a work in progress, so it'll get bigger. Post questions or comments on this thread. This obviously doesn't cover even nearly everything, so I'm going to continue adding to it.

Oh, and if there are any broken links, please notify me immediately.

3.0 rules until I get the books (7-17-03)

7-19-03:Got the books. It's all edited for 3.5.

Contributors to the FAQ:
chonjurer---cwslyclgh---altor enchanter---arcanix----tarkin---Gilderoy---Hypersmurf---d_nychus---entropysoda---Jadeforest---kreynolds---Zherog ---Tsuul

AN EASY WAY TO FIND STUFF IN THE FAQ------USE CTRL-F AND TYPE IN A KEY WORD.

General

Q:What does "xxxx" mean?
A:Check out Trollbill's Amazing Evolving Dictionary here.

Q: I have a question not answered on this FAQ. What can I do?
A:
Either post your question on this thread and I'll answer it, or, if it has nothing to do with spells or magic items, check out chonjurer's FAQ collection here.

Don't be afraid to post your question on here. I'm on these boards a lot, and unless it's during the holidays, I'll almost certainly get to you within 24 hours.

Q: What changes have been made to spells from 3.0 to 3.5?
A:
A complete listing of those changes that have been found is here.

Q: What are these "Saving Throws" I keep hearing about?
A: A saving throw is a specific type of check your character makes to avoid being completely affected by something. In some cases succeeding at this check will completely negate the effect in your case. There are three types of saving throws:Reflex(Ref), Fortitude(Fort), and Will(Wil).

To make a saving throw, you roll 1d20+your saving throw bonus+ability score modifier on which the saving throw is based+any miscellaneous bonuses. If the result is equal to or greater than the DC (Difficulty Class) than you succeed.

Q:How do I calculate the saving throws of magical items?
A:
Divide the Caster Level by 2, then add 2. That is the item's saving throw bonus for all saves, modified by Wis (for the Wil save) if the item is intelligent.

Q:What ability is each saving throw based on?
A:Fortitude is based on Constitution, Reflex is based on Dexterity, and Will is based on Wisdom.

Q:I'm casting a spell, but the spell entry just says "Reflex negates" and doesn't give a DC. I realized that if the target makes the saving throw they negate the effect, but what is the DC for them to succeed?
A:The DC in the case of spells is always Spellcasting ability modifier+spell level+10. This number may be increased by feats such as Spell Focus and certain prestige classes, but see later in this thread.

Q: It seems that spellcaster DC's are important. How can I increase mine?
A: The most common methods include two feats called Spell Focus and Greater Spell Focus. The former is a prerequisite for the latter. They apply only to a specific school of spells. Spell Focus increases the DC by 1, while Greater Spell Focus increases the DC by 1 as well. These two feats stack with each other. Other methods rely on increasing your spellcasting ability score.

Q:What is the "spellcasting ability score" you just mentioned?
A:Your spell casting ability score depends on your class. For wizards, it is Intelligence. For clerics, paladins, rangers, and druids, it is Wisdom. For bards and sorcerers, it is Charisma. Note that you do not add your ability score but your ability modifier, equal to (ability score-10)/2. Round down.

Q:Can I cast multiple copies of the same spell?
A:Yes, but you must prepare multiple copies of it, in the case of wizards, clerics, paladins, druids, and rangers, and you must use up a spell slot each time you cast it, in the case of sorcerers and bards.

Q:Where can I find information on these "bonus spells" everyone is talking about?
A:p. 8, PHB, or right here: http://www.opengamingfoundation.org/srd/srdmagicoverview.rtf

Q:I like to use spells that have a range of "touch" a lot, but I don't have the feat Improved Unarmed Strike. Does I provoke an attack of oppurtunity?
A: No. You are considered armed when holding a touch spell. (If I saw a guy with his hand crackling with electricity, I'd avoid it too!) If you miss, you may continue to make touch attacks as above until you hit, at which time you discharge the spell. Alternatively, (if you wish to do unarmed attack damage too) you may make a normal unarmed attack, in which case you provoke an AoO (unless you wouldn't normally, without the spell). If you hit, the spell discharges AND you deal unarmed attack damage as well.

Q:I hate waiting to cast a touch spell one round, then discharging it the next. Is there any way around this?
A:Actually, you get a free touch attack on the round on which you complete casting the touch spell. This allows to seemingly take three actions in one round without haste. Note that you must attack unarmed for this attack, but that does not provoke an attack of opportunity (see above).

Q: Are all targeted (as opposed to area-effect) spells that do damage capable of doing double damage on a critical hit (e.g., Inflict spells and Chill Touch)?
A:
Yes, as long as they involve an attack roll. Note that even things like enervation can crit, but they have double the effect. (i.e., 2x the # of negative levels inflicted)

Q: Also, for spells that affect multiple targets (e.g., Chill Touch), can you hold charges and keep hitting the same opponent in subsequent rounds?
A:
Yes. With a full attack, you can even hit them more than once in a round.

Q: Finally, can a familiar with the Deliver Touch Spells ability and the caster target the same enemy in the same round?
A:
Yes, but remember that if a caster casts a spell while the familiar is holding the charge, the charge is lost, just as if the caster were the toucher. You cannot split touch spells with multiple "charges" between you and your familiar. It is an all-or-nothing affair.
Metamagic feats

Q: Do metamagic feats stack?
A: Yes and no. If you use Extend Spell once and Silent Spell on the same spell, that spell takes up a slot two levels higher than normal. You cannot, however, use the same metamagic feat on a spell twice, with the exception of Energy Admixture from Tome and Blood, a class-based accessory for wizards and sorcerers. An empowered, maximized spell uses a slot 5 levels higher than normal and gives the maximum normal result plus 1\2 the normally rolled result. HOWEVER, metamagic feats do not stack for purposes of increasing the casting time for sorcerers, bards, clerics with spontaneous cure spells, or druids with spontaneous summon nature's ally spells.

Q:I just got a metamagic feat. Does the DC go up because the slot level used did?
A: No. Except in the case of Heighten Spell, a spell retains its original spell level for purposes of minor globes of invulnerability and such, as well as save DCs.

Q:If I maximize a dispel magic or a greater dispel magic, do I automatically roll a 20 on the dispel check?
A:
No. The description of Maximize Spell specifically states that saving throws and opposed rolls are not affected.

Abilities

Q: I'm confused. Please explain the difference between extraordinary abilities, supernatural abilities, spell-like abilities, and spells.

A: To start:None of these are ability scores, they are things a character (or monster or whatever) can do.

Extraordinary abilities are not magical, though they sure look like it. This includes things like the rogue's Uncanny Dodge, the Pounce ability of all the big cats, and the evasion ability of the monk. Because they are not magical, extraordinary abilities are completely unaffected by dispel magic, antimagic field, and spell resistance. Unless noted, they do not provoke an attack of oppurtunity and cannot be disrupted in combat.

Supernatural abilities are magical, but do not usually duplicate the effects of spells. Examples of supernatural abilities include the shifter's Greater Wild Shape at higher levels, the breath weapons of dragons, and the Curse of Lycanthropy given through a lycanthrope(were-something)'s bite. They are not subject to dispel magic or spell resistance, but they are subject to antimagic fields. Unless noted, a supernatural ability does not provoke an attack of opportunity and cannot be disrupted in combat.

Spell-like abilities are magical and are subject to dispel magic, antimagic field, and SR(sometimes--see the spell descripition). They provoke attacks of opportunity when cast, and can be disrupted in combat. Examples of spell-like abilities include a dryad's charm person ability and a devil's teleport without error ability. They are not subject to arcane spell failure because of armor and include no verbal, somatic, or material components. Unless otherwise noted, a spell-like ability has a casting time of 1 action.

Spells are magical and subject to dispel magic, antimagic fields, spell resistance (sometimes--see the spell description), and provoke attacks of opportunity when cast. They may be disrupted in combat. Examples include cause fear, cone of cold, and astral projection.

Q:Can I get wish as a spell-like ability with the archmage class? It says in the PHB that spell-like abilities require no XP cost to use!
A:
Yes, but you'll meet a rude awakening. The archmage's spell-like ability does require XP to use(DMG, p. 179). Sorry.

Counterspells, Distraction, and Concentration

Q:Can I counter anything but a spell?
A:No. You, can, however, suppress a spell-like or supernatural ability with an antimagic field. Also, in the case of a spell-like ability with a duration longer than "instantaneous", you may dispel the spell-like ability, ending the effect.

I take it you can counter a spell. How so?
To counter a spell, you must ready an action "counter the spell" on the enemy caster's initiative count, with a condition of "when he\she starts casting a spell." When the enemy caster begins countering the spell, make a Spellcraft check (DC 15+the spell level). This check is a free action. If the check succeeds, you have identified the spell and may attempt to counter it. To actually counter the spell, you must cast a counterspell. You may counter the spell with itself if you have a copy of that spell prepared, and you automatically succed at the counterspell if you successfully cast the spell.
If, however, you don't have the spell prepared, you may use
dispel magic as a counterspell. To do this, make a dispel check (1d20+1\caster level, max +10). The DC for this check is 11+the enemy caster level. Dispel Magic, Greater allows a maximum of +20). If you succeed, the spell is countered.
Also, the enemy caster must be in range of your spell for you to counter it.

For more on readying, check this out in the SRD.

Q:What's the difference between countering a spell and dispelling it?
A:
Countering a spell is done during the casting time (or as a readied action in the case of spells with a casting time of "one action"--see above) and prevents the spell from being cast at all. Dispelling a spell means ending a spell already in effect.

Q: Do metamagic feats make a difference when countering a spell?
A:
No. An extended, enlarged, empowered fireball is just as easy to counter as a normal fireball (though the caster level of that metamagic version will in all probability be higher.)

Q: What about Quicken Spell? Is the spell cast too quickly to be countered?
A:
No. Quickened spells are no harder to counter than normal spells. Note, however, that the caster may still cast another spell in the same round, and if a caster just countered his quickened spell, they probably won't be able to counter his next spell.

Q:Can I counter a counterspell?
A:
Yes. Note that you will not be able to counter the counterspell of someone countering your spell because you can't have an action readied and cast a spell at the same time.

Q:I'm a fighter! Do I have any chance at stopping enemy casters from successfully casting their spells?
A: Yes. You can disrupt a spell by various means. Anything that would distract a caster forces him or her to make a Concentration check. The DC for weapon damage is 10+damage dealt. For spells with a casting time of 1 action, an action must be readied, as noted in the counterspelling section above. Complete rules for this are on pp. 70 and 140 of the PHB.

Keep in mind that the above are for characters actively seeking to distract spellcasters with readied actions. In addition, anyone gets an attack of opportunity when a spellcaster begins casting a spell in their threatened area, unless the caster is casting defensively.

Q:Are attacks of opportunity a spell-like ability?
A:No. This confusion arose from a confusing table in the 3.0 DMG, p. 72, and is still in the 3.5 DMG, p.290 The entry means that spell-like abilities provoke an attack of opportunity.

Q:I'm a caster. How do I avoid being distracted?
A:The best way is to improve your class skill Concentration. To avoid provoking an attack of opportunity, you may "cast defensively." This requires a concentration check of 15+spell level. If you take this action, you do not provoke an attack of opportunity. However, you only succeed at casting the spell if you succeed at the check. If you fail, then the spell is wasted.

Q: I just looked at this spell duration, and it said "concentration." What does that mean?
A: Spells with a duration of "Concentration" last as long as the caster is holding them in his\her mind. Concentration is a standard action that can be disrupted and does not provoke an attack of opportunity. One must keep the spell in range to concentrate on it.

Q:If I use dispel magic on a caster that's concentrating on a spell, does it end the spell?
A:
No, unless you are using a targeted dispel on the caster in general (and the spell he is concentrating on is targeted on him), or you are using the area dispel and the spell is centered within the dispelled area(30 ft. burst).

Magic Items

Q: Do I gain skill points when I level from an enhancement bonus to Intelligence, such as that granted by a headband of intellect or fox's cunning?
A:
No. Note that you do gain bonus spells from the item, however.

Q: I'm confused on item creation. Define "base price," "market price," and "cost to create" for me.
A: The "market price" is the going rate for an item on the open market. It has the following in-game effects:
  • Cost to buy the item
  • Most DM's will give you 1/2 market price for an item you're selling---YMMV
  • Portion of treasure you get when the party is dividing treasure
  • the Wealth by Level and Wealth by Encounter tables in the DMG
  • obscure town gp limits that only DM's need to worry about.


When something talks about the price of an item, it's usually referring to the market price.

The "base price" is a bookkeeping price that you'll never see in a stat block, but it's used to derive both the cost to create and the market price. The base price is usually the same as the market price, with two exceptions:
  • The spell used requires an xp component.
  • The spell used requires an expensive material component.


For charged items, market price=(base price)+(5[xp per spell use][# of charges])+(price of material component)(# of charges).

For continuous items or items that can be used any number of times per day, market price=(base price)+500(xp per spell use)+100(price of material component).

For items that can be used any number of times, but only a certain number of times per day, market price=(base price) +250(xp per spell use)+50(price of material component).

Cost to create=.5(base price)+(material component price)*(whatever coefficient from above was applied to material components---# of charges, 100, or 50)

In addition to the cost to create, a creator must pay the base price/5 in xp as well.

Q:Can I combine magic item abilities into one mega-item that performs all their functions?
A:
You can construct items with multiple special abilities. In the case of items that take a specific space on the character (headband of intellect, boots of speed, etc.) the cost for each additional power is raised by 50%. For guidelines on the "cost" of each power, check the DMG, p. 285 (3.5)

Q: If I improve a slotted item that gives me a bonus by increasing the bonus, does this count as a new ability for the purposes of the "+50%" cost rule that's outlined above?
A:
No. This reason for this is too long to post right here, but it's answered further down in the thread. The link is right here.

Q:What bonuses stack?
A:
Bonuses of different names stack. Unnamed bonuses stack with each other, but not with themselves (if one spell gives an unnamed bonus, it does not give it twice if you cast it twice; however, it would stack with another spell that did the same thing). Armor and shield bonuses stack.

Q:Can I improve existing items?
A:
Yes. The cost (in market price, base price, and cost to create) equals (value of the new item)----(value of the old item). Remember that when adding new abilities (not simply improving old abilities) to a "slotted" item (something that uses a body slot---because you can't gain the effects of more than one cape, capes are considered "slotted." For a full list of "slots," check the DMG, p. 214), increase the cost of the new ability by 50% before calculation.

Q:Is caster level a prerequisite for making magic items?
A:
No, thank Pelor. It used to be, but DMG errata has dropped CL as a prerequisite for magic item creation. (This refers specific items, not the item creation feats themselves, guys) The listed CL's now only refer to a common CL at which that item might be found. Pearls of power, for instance, might be commonly found at CL 17, but with the appropriate feat (CWI, which, incidentally, requires CL 3), the spell prerequisites, and enough time and money, anyone can craft them.

Q: Can a specialist wizard use magic items using spells from his\her prohibited school?
A: Some of them. A specialist wizard may not use scrolls, wands, or staves of the prohibited school. He may, however, use potions, wondrous items, rings, rods, weapons, or armor enchanted with spells from his prohibited school. A way around this is to multi-class into sorcerer, as the reason specialist may not use items from his prohibited school is because spells from his prohibited school are not considered to be on his class list.

Q:For purposes of whether a spell can be put into a wand, do metamagic versions of a spell use the higher or lower level?
A:
Under construction...please hold.

Q:I'm a specialist wizard. Is there any way for me to cast prohibited spells?
A:
You can use limited wish or wish. Another method involves taking a level of sorcerer. This allows you to use scrolls, staves, and wands from your prohibited school.

Q:How are DC's for staves calculated?
A:
Take the higher of these two numbers:

For each individual power, one calculates the DC of the minimum Int wizard casting that spell. For a 3rd level spell, for instance, the base DC for the staff would be 14, because the DC would be 10+3(spell level)+1(bonus of Int 13, the minimum required score to cast 3rd level spells).

The DC if the caster were actually casting the spell (including Int modifiers, Spell Focus, and the like).

Q: How are caster levels for staves calculated?
A:
The higher of these two numbers:

The caster level the creator used when creating the staff (min. 8)

The actual caster level of the user.

Q:Casting a spell provokes an attack of opportunity. What happens when I cast a spell from an item?
A:
You provoke an attack of opportunity when you cast a spell normally or from a scroll, as well as drinking a potion. All these methods (except for the potion) work by spell completion. Wands and staves work by spell trigger, a standard action that does not provoke an attack of oppurtunity. To use spell trigger items, one must have the spell on one's class list. Command-word items require standard actions that do not provoke attacks of opportunity to activate.

Q: If I take a Bag Of Holding into a Rope Trick, does the bag break and dump me into the Astral Plane?
A:
No. It has been clarified that spells that produce their own extradimensional spaces do not interfere with other extradimensional spaces like Bags of Holding. (D&D FAQ, pg. 28)(originally posted by chonjurer)

Specific Spells

Q: How does phantom steed interact with ride checks?
A:
phantom steed acts like a construct horse. It is immune to mind-influencing effects, crits, poisons, and the like. Ride checks are required when they represent the skill of the rider at "being on horseback," but are not required when they are made to command the horse in some way.

Q: When I use the 3rd function of the "alignment dispel" spells (dispel evil, dispel law, etc.), can I choose which spell to dispel? Or is it random?
A:
There are really two answers to this. If you know which spells are active, then you may certainly choose which spell to dispel. If, on the other hand, you don't know what spells are active, the DM chooses for you. A good DM will choose a spell to which the dispel applies--that is, he won't waste it against stoneskin(which is an illegal target, as it's neither evil nor an enchantment) if the enemy has protection from good active as well.

Q: When under the effects of Time Stop, can one ready an action?
A:
An unconditional yes. Readying an action neither targets nor harms other creatures.

Q:How does mage armor interact with touch attacks? What bonuses do touch attacks ignore, and what bonuses apply against them?
A:
Mage armor provides no protection from touch attacks. Touch attacks ignore armor bonuses and natural armor bonuses. Keep in mind that the enhancement bonus on a +5 set of full plate adds to the armor bonus; hence, the +5 is ineffective against touch attacks. Mage armor provides an armor bonus, so it offers no protection from touch attacks.

Q: How do Mind Blank and Discern Location interact?
A:
Discern Location's description specifically states that MB blocks it.

Q: Does the spell Darkness provide illumination in total
darkness, reducing concealment penalties from 50% to
20%?
A:
As written, it does. I had the same question, so I e-mailed WotC's Customer Service. They provided me with this answer:

No, darkness does not create any form of light. If it is already total darkness, the darkness spell does not reduce existing concealment
penalties.

However, the consensus on the boards has been that WotC's Customer Service is a less than reliable authority, providing answers of dubious legitimacy at best. I encourage everyone to houserule this spell to a more sensible version, or to rename it Shadowlight, as chonjurer has suggested.

Q: Wizards and Sorcerors can now cast Create Undead and its greater version, but according to the spell description, you can't control the undead unless you command them. How does an arcane caster rebuke & command undead?
A:
With the 2nd-level sor\wiz spell Command Undead and the 7th-level sor\wiz spell Control undead.
#133

wizard

Jul 17, 2003 15:22:40
Taken in case I need it for the extra 50000 characters to keep the post continuous.

#134

wizard

Jul 17, 2003 15:29:17
Same as above.
smac

wizard

Jul 17, 2003 16:03:29
Edited to accomodate.

Just a small link for my personal use...

Here's another one...


smac
#136

wizard

Nov 07, 2003 13:19:53
The [Refer] idea is great. And since the post apparently isn't clear, I'll make it more explicit. Sorry if I seemed snappy---RL wasn't going too well for me that day.

However, your example is faulty. Increasing a ring of protection +1 to a ring of protection +2 isn't adding a new ability---it's increasing one that's already present.

Increasing a ring of protection +1 to a ring of protection +2 would be done like so:

(8000gp[base price of the ring +2]/2[only 1/2 materials cost])--(2000gp[base price of the ring +2]/2[only 1/2 materials cost])=3000gp. (or (8000-2000)/2)

(8000gp[base price of the ring +2]*(1xp/25gp))--(2000gp[base price of the ring +1]*(1xp/25gp))=240 xp (or (8000-2000)/25)
#137

wizard

Nov 20, 2003 18:13:18
I now understand what Skip meant, but his wording sucks.

What he MEANT: Increasing the bonus on an item costs more money. Adding a new ability costs money.

What he TYPED: Increasing the bonus on an item costs more, just like adding a new ability.

Oh, well, no hard feelings.
#138

wizard

Nov 17, 2003 9:57:25
As for the magic item improvement debate, I found the relevant portion of the SRD:

from the SRD:
ADDING NEW ABILITIES
A creator can add new magical abilities to a magic item with no restrictions. The cost to do this is the same as if the item was not magical. Thus, a +1 longsword can be made into a +2 vorpal longsword, with the cost to create it being equal to that of a +2 vorpal sword minus the cost of a +1 sword.
If the item is one that occupies a specific place on a character’s body the cost of adding any additional ability to that item increases by 50%. For example, if a character adds the power to confer invisibility to her ring of protection +2, the cost of adding this ability is the same as for creating a ring of invisibility multiplied by 1.5.

Note that it never gives an example of an increased ability on a slot-using item.
The paragraph is obviously not very clear on this issue, and I hope it will be errataed.

However, we can elucidate one clue from one sentence in there:
The cost to do this is the same as if the item was not magical.

Now, if this whole paragraph applies to increasing abilities as well as adding them (by treating each increase as one new ability), then it costs 3000 gp to improve a ring of protection +1 to a ring of protection +2----and it costs 3000 gp to increase a +2 ring to a +3, a +3 to a +4, and a +4 to a +5.

Remember that you're taking 1\2 of this, b\c you only pay for raw materials (the rest is in xp, of course), you can
a)create a ring of protection +5 for 25000 gp (bonus*bonus*2000 gp*.5). This will take 50 days, and 2000 xp.
OR
b)create a ring of protection +1 for 1000 gp, and then increase it 4 times to a ring of protection +5 for 6000 gp. This will take 14 days and cost you 280 xp.

Obviously, option b is absurd. So while I concede that Skip MIGHT be correct, if he is, then the price guidelines for armor and all defensive items are completely unneccessary.
#139

wizard

Sep 05, 2003 22:37:05
Yes. Note that this is only my opinion. However, given that scrying is fooled by the methods you described, detect scrying can hardly be more powerful.

Unfortunately, b\c I have no other way to back this up, I won't make it a part of the FAQ. Thanks for posting, though!
#140

wizard

Nov 15, 2003 10:22:59
Originally posted by entropysoda
Most would think so, however, the Sage himself told me (via email) that "increasing an ability" in the case of ITEMS THAT REQUIRE A SLOT (only), is done just as "adding a new ability".

He did tell me this in 3.0; I don't believe it's changed in 3.5 , though.

I'll believe it when I see it. If you could post it, then I'll change it. But this goes against EVERYTHING I've ever heard about this.
#141

wizard

Sep 15, 2003 16:58:54
1. Yes, as long as they involve an attack roll. Note that even things like enervation can crit, but they have double the effect. (i.e., 2x the # of negative levels inflicted)

2.Yes, and yes (Hypersmurf's response)

3.Yes. And yes, you can deliver quite a few chill touches in one round with this method (master casts 1st round, makes full attack next round, and so does familiar. Assuming there are enough touches to go around, each attack will be chilled.)
#142

wizard

Sep 15, 2003 21:05:14
Why can't he designate the familiar as "the toucher" for that specific touch? There's no evidence that points to the familiar being "the toucher" for the whole spell.
#143

wizard

Sep 15, 2003 23:33:33
I asked custserv, so check this thread again in a few days for their answer.
#144

wizard

Sep 16, 2003 13:01:10
I don't know Skip's e-mail. In any case, given the combined answers of three reliable (well, only two are really reliable) sources (chonjurer, Hyp, and custserv), I relent. To the FAQ it goes.
#145

wizard

Sep 17, 2003 13:46:43
Wow! This has to be a record # of posts since the darkness war. Thanks for all your questions and input, folks!

Originally posted by exploding_brain
Lets say I'm a 5th level sorcerer. I have just acquired a standard scroll of Fireball, at caster level 5. My caster level is high enough to activate the scroll with no chance of failure, but I'm not actually capable of casting 3rd level spells. Do I have to make a caster level check to use this scroll?

Wow. Very good question. Fortunately, the good old SRD has an answer for us:

from the SRD:
• The spell must be of the correct type (arcane or divine). Arcane spellcasters (wizards, sorcerers, and bards) can only use scrolls containing arcane spells, and divine spellcasters (clerics, druids, paladins, and rangers) can only use scrolls containing divine spells. (The type of scroll a character creates is also determined by his or her class.)
• The user must have the spell on his or her class list.
• The user must have the requisite ability score.
If the user meets all the requirements noted above, and her caster level is at least equal to the spell’s caster level, she can automatically activate the spell without a check.

So no, you need not make a caster level check in that case.

Originally posted by SureFoot:
The SRD is clear on this, too: "You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting"

Wow. Don't know how I missed that. Edited. Thanks.

Originally posted by SureFoot:
are you sure about the fact that you can apply Energy Admixture more than once? What is the source of this inference? The SRD is very clear: "You can’t apply the same metamagic feat more than once to a single spell." What gives you the idea that Energy Admixture is the exception? (I'm not necessarily saying "you're wrong;" I'm saying "if you're right, what's your source?")

Err....Give me a day or so to check T&B again. I can't remember off the top of my head why I wrote that, but I'm pretty sure I had a good reason. Until then, I'll ask Wes. Oh, and thanks kreynolds for Skip's e-mail.
#146

wizard

Sep 18, 2003 9:53:04
I'm still waiting on Skip and custserv, so hang on, folks!
#147

wizard

Sep 18, 2003 13:27:09
Frankly, I don't care. I'd prefer that an "Energy Admixture Stacking?" thread be started, but since people see the first post first, so to speak, I don't think the FAQ's effectiveness is hobbled by discussion.
#148

wizard

Sep 18, 2003 16:14:35
custserv agrees with Wes at present. I'm still waiting on Skip.
#149

wizard

Sep 18, 2003 16:27:48
That they're the same feat, so you can't apply it twice.
#150

wizard

Sep 18, 2003 16:33:04
Well, I just thought you might want to know what they thought.

And here is what I sent, verbatim:

Originally e-mailed by Wizard:
When you take the feat Energy Admixture from Tome and
Blood, you must select an element type. Does this
qualify Energy Admixture (sonic) and Energy Admixture
(cold) as two different feats, thereby allowing
sonic\cold\fireballs? (With the epic feat Improved
Spell Capacity, of course.) The issue here is that
you can't apply the same metamagic feat to one spell
twice, so I'm wondering if these different versions of
EA qualify as different feats for this purpose.

#151

wizard

Sep 19, 2003 9:50:12
This FAQ is concerned with addressing the rules as they are, rather than their mechanical merit. Please post the bless water question on another thread. Thank you!

And check my sig.
#152

wizard

Sep 23, 2003 13:28:42
kreynolds is correct. While you do gain bonus spells from headbands of intellect, you do not gain skill points.

(Note that I think that is one of the dumbest things WotC has done, but this isn't the thread for that)

To the FAQ it goes!
#153

wizard

Nov 04, 2003 13:01:09
At first I was going to agree with kreynolds, but given the text of metamagic spells:

from the SRD:
Spells modified by a metamagic feat use a spell slot higher than normal. This does not change the level of the spell, so the DC for saving throws against it does not go up.

It seems that you can do this. Sounds fun!
#154

wizard

Oct 31, 2003 9:41:31
Sorry I couldn't answer right away---my connection was acting up AGAIN. But Hyp has it right. I'll add his(?) response in a few hours.
#155

wizard

Dec 19, 2003 3:45:44
Bump to avoid the prune.
#156

wizard

Dec 21, 2003 12:06:53
Yes. The DM is always correct on item cost, even if he doesn't understand the guidelines set forth by WotC. Your player is "correct," meaning that that ring is in line with the letter of the guideline. However, it was meant to reflect the decreased demand for such an item, because only certain people could use it. At most, I'd give a 10% discount.

Remember that for item creation cost, there are no hard and fast rules. It should probably be a bit cheaper to make, but not by much. And if he tries to buy the darn thing, (I assume he's a human rogue), then remember that it can be very hard to find a specific magic item on demand.
#157

wizard

Jan 04, 2004 20:32:30
I don't want this thing to be pruned.
#158

wizard

Jan 04, 2004 21:05:34
Yep. I can't believe I missed that. I must have put that in there before I got my 3.5 books. Thanks a bunch!

EDIT: Actually, I had it right, but the very fact that you pointed that out shows that it wasn't clearly written. I changed the wording around and separated it into paragraphs for easier reading.
#159

wizard

Jan 06, 2004 13:03:57
If you're using a translator, it may have garbled things up. What I meant was "yes, with no strings attached." Darn! That's an idiom. I meant "yes."
(troglodyte 1 has taken 5 damage)
(Of the four trogs who jumped in the pit w/ Maulanuus, three are dead, and one took 3 damage(S))
(of the two trogs on Eleram, the one with the club has taken 7 damage)
(Linquer has taken 6 damage)
Storage
Linquer

4th-level bard
Human
CG
Str 10
Dex 16
Con 12
Int 17
Wis 15
Cha 18

4d6+4=22

AC:15 (3 Dex+2Armr)

Attacks---light crossbow, +6 (1d8)

Skills:
Sense Motive +9
Listen +9
Spot +9
Sleight of Hand +10
Bluff +11
Perform (comedy) +11
Move Silently +10
Diplomacy +11
Disguise +11


Spells Known:
0th:
Summon Instrument
Detect Magic
Ghost sound
Message
Read Magic
Prestidigitation

1st:
Charm Person
Cure Light Wounds
Undetectable Alignment

2nd:
Eagle's Splendor
Tongues

Spells/day: 3/3/1


Feats:
Quickdraw, Precise Shot, Point Blank Shot

Equipment: Leather armor

Talyn

2nd-lvl ranger

Str 14
Dex 14
Con 14
Int 10
Wis 10
Cha 10

2d8+4=18
AC=16 (Studded Leather+2Dex)
Chain Shirt

Longsword (+4, 1d8+2)

Talyn's taken 10 damage in the trog battle.
#160

wizard

Feb 24, 2004 13:15:16
It would indeed take fifty days. I'll clarify "base" vs. "market" price here and in the thread.

The "Market" price is the price that a player pays to buy the item, or the proportion of the treasure found when dividing it with the party. With the exception of obscure town wealth limits for DM's only, THAT IS THE ONLY EFFECT THE MARKET PRICE HAS IN-GAME.

The "base" price is harder to describe. It's roughly correlated with "magical power." The "base" price is what the magic item tables in the DMG give you. The market price is usually the same as the base price, with two exceptions:

1. Items requiring spells that require xp, such as wish, limited wish, miracle, etc.

2. Items requiring spells that require expensive material components, such as trap the soul or raise dead.

The market price is calculated from the base price thus:

Base price + expensive material component price* + (5 x xp required FOR THE SPELL)*=market price.

*see footnotes under table in DMG for info on magic items with spells requiring expensive material components or spells requiring xp. The above equation assumes that a one-charge item is created. Wands, for instance, would instead add 250 (5 x 50) gp per xp required for the spell, as they have 50 charges.

FEEL FREE TO POST MORE QUESTIONS----this is a little-understood topic, and I'm very happy to clarify.
#161

wizard

Feb 25, 2004 13:53:30
's all good, Zherog.

I posted a more in-depth and (I thought) clear explanation in the the FAQ. Interested parties, just go to page 1, type Ctrl-F, and type in "base price."
#162

wizard

Feb 25, 2004 14:47:26
Whoa...thanks for the heads-up on the out-of-date link. Class is about to start, so I won't be able to answer for a couple hours.
#163

wizard

Feb 27, 2004 13:35:50
Yes, to both issues raised by quickened fireballs.

1st, the metamagic levels have no effect as to whether the spell can be countered:

from the SRD:
Metamagic feats are not taken into account when determining whether a spell can be countered

But I think you already knew that, and were asking about the second issue: is a quickened spell the "fastest gun in the West" and too quick to be countered?

The answer is no. The SRD makes no distinction between free, full-round, standard, and move actions when defining what actions can be readied against.

Note, however, that quickened spells still have an advantage against counterspells, as the caster can cast another spell in the same round, which will not have an action readied against it---probably.

Thanks! To the FAQ it goes.
#164

wizard

Mar 02, 2004 13:28:03
Can't answer till I get home....I'll edit this post later tonight.
#165

wizard

Mar 02, 2004 20:13:33
Note, however, that you would only gain the armor bonus (including the enhancement bonus) when wild shaped, and not the +2d6 damage bonus. The wild ability makes no reference to special abilities. If the desired shape could wear armor, however, perhaps a wilding clasp would help you.
#166

wizard

Mar 23, 2004 13:13:19
You're correct. I noticed something else---or rather, I didn't notice something---while looking through the SRD to verify your info, I didn't see anything prohibiting specialist wizards from using staves with spells of the prohibited school. As specialist wizards simply suffer from a smaller class list of spells, they probably can't use staves from their prohibited schools anyway. But any help on this would be appreciated.
#167

wizard

Mar 25, 2004 9:57:11
Wow. Lots of replies---but I have to go to class. I've a do-nothing class in a few hours, followed by another one, so I'll respond then. Thank you!

Wiz
#168

wizard

Apr 06, 2004 13:44:33
Hyp, you're completely correct. One minor thing, though---with contingency it is possible to cast two spells at once. Example: contingency is set for "When I rise in the air, teleport me back home." By then casting levitate, you can cast two spells at once.

This is, however, a trivial example, and is in no way meant to take away from the excellence of your (but for this stupid thing) post. Thank you.

Now, def_mornahan: Once I get home and have some time, I can help reverse-engineer helm of brilliance, but I can answer two of your questions right now.

"Similar" abilities are abilities that overlap. Longstrider and expeditious retreat are similar abilities. Fireball and a +2 bonus to attack rolls are not. I believe there's a small section on this in the DMG, but I'm at school right now, without access to anything but the SRD. So I'll get to that.

Also, bonus types do matter. The obvious example of inherent bonuses aside, some bonuses are better than others. Dodge bonuses are one of the rare types that stack with each other, unnamed bonuses stack with everything, etc. Some bonuses are better simply because of their rarity---luck bonuses, for instance, are high-priced because they're high-priced. That is, their high price decreases the number out there, and so they're more likely to stack with things.
#169

wizard

Apr 07, 2004 13:42:56
Almost nothing will be "similar" to an attack bonus bonus. Rather than using timing as a factor, group abilities. I put burning hands and fireball together because they're both your basic burninate-the-crap-out-of-my-enemies spells. Shapechange, Polymorph, and Alter Self, for instance, would all be similar to each other.

Using timing as the deciding factor as you suggested works for all the examples I've listed, but I don't recommend it as I don't think that's what the designers intended by "similar."
#170

wizard

Apr 08, 2004 13:31:41
Ah. My mistake.:embarrass
#171

wizard

Apr 14, 2004 14:08:27
Well, you're in luck!

The Wonderful Wizard (none of this plural nonsense ) does indeed know.

from the SRD:
This amulet, usually crafted from bone or beast scales, toughens the wearer’s body and flesh, giving him an enhancement bonus to his natural armor bonus of from +1 to +5, depending on the kind of amulet.

Now, this is a subtle point, but it's there. The AoNA does not provide a bonus to your AC or your armor. It provides an enhancement bonus to your natural armor bonus. Bonuses upon bonuses; I know it hurts the head (mine, anyway), but it's there.

Example:
Your nat. armor bonus is +3 (bugbear)
The AoNA provides a +(1-5) enhancement bonus to your natural armor bonus.

Presto! Your new natural armor bonus is +3, with a bonus of (1-5), so it's now 3+(1-5). For effects that check your nat. armor bonus (such as the inability of a whip to do damage to anything with a nat. armor bonus of 3 or higher), treat your nat. armor bonus as +3+(1-5).
#172

wizard

Apr 19, 2004 13:38:28
Tonylf---at most, the glassfolk should take 3x damage, because when multipliers collide, you use them like additions instead. Nx(base #) should be treated as (N-1)(base #)+(previous adjusted #, or just the base # if this is the first calculation of this type). The base # never changes.

In your case, the first calculation (sonic doing twice the damage b/c they're crystalline) would look like this:

(2-1)(damage)+damage=damage(2)

Followed by the 2x for being glassfolk:

(2-1)(damage)+(damage[2])=damage(3).

However, given that the two reasons for adding damage are basically the same thing restated, the glassfolk should only be taking 2x damage. It's sort of equivalent to saying that because fire does extra damage to paper, and paper takes extra damage from fire, the paper should take the "extra" effect twice.
#173

zombiegleemax

Aug 11, 2003 10:43:31
Originally posted by Paladin's Pride
Staves in 3.5 now use the same DC as the caster would if he were personally casting the spell, they are no longer calculated like other items.

I thought they still had a base DC, but if the caster's own DC superceded it, then it would use the caster's...??
#174

nagol_dup

Apr 18, 2004 8:51:51
1)

Q:For purposes of whether a spell can be put into a wand, do metamagic versions of a spell use the higher or lower level?
A: The higher level. For further information, check this thread/ (Thanks to cwslyclgh and Sean K. Reynolds for the information)

Link doesn't work.

2)

Q:Is caster level a prerequisite for making magic items?

Answer should be updated to account for new information in errata. Caster level is no longer a prerequisite.
#175

zombiegleemax

Nov 04, 2003 17:36:20
Originally posted by orp
OK, I grant that this seems to be the correct interpertation.

On the other hand, given this interpertation I have to question the usefulness of the spell. It's a 6th level spell that leaves you, as a wizard, impotent, while every melee guy can kill you easily.

I just don't understand what the spell is good for.

Well, it leaves you open, but if you are facing a whole bunch of spellcasting baddies, and you're within a party, you can cast it, and let the fighters whack the other spellcasters to pieces, while you (presumably) evade attacks.

Picture yourself and four other party members...and a herd of mindflayers. You cast antimagic field. They can't mind blast (Spell-like ability). They can't even communicate with telepathy (Supernatural ability). You just punched a large hole into the effectiveness of the mindflayer.
#176

zombiegleemax

Jan 06, 2004 10:20:34
Originally posted by Wizard
Q: When under the effects of Time Stop, can one ready an action?
A: An unconditional yes. Readying an action neither targets nor harms other creatures.

What is a "unconditional ready action" ??? The 3.5 PHB Ready section say you must set a condition.
#177

zombiegleemax

Jan 06, 2004 14:06:37
Ok I got it.... the syntax is still confusing, but it may be french grammar (which does not need a '-one' thing) that confuse me.
#178

zombiegleemax

Sep 05, 2003 3:55:21
About Detect Scrying:

"...you and the scrier immediately make opposed caster level checks (1d20 + caster level). If you at least match the scrier’s result, you get a visual image of the scrier and an accurate sense of his or her direction and distance from you." (from 3.5 SRD)

Can the scrier conceal his appearance with invisibility, illusion, or polymorph magic? What if he simply wears a mask or hood? What if he just turns out the lights while scrying?

Will magic that protects from scrying protect you from this effect of the spell (ie, is Detect Scrying itself considered a scrying spell)?
#179

zombiegleemax

Dec 21, 2003 4:39:39
Just a little question.

One of my PCs wants to make a ring which works only for "human rogue" being him a human rogue. It's not a limitation for him, isn't it? He says that he must have a 60% discount. I don't agree with that.

Who's correct?
#180

zombiegleemax

Sep 22, 2003 19:46:22
One can't gain bonus spells from a spell that gives enhancement bonus(such as owl's wisdom.)
but how about in case of item?
such as periphet of wisdom?
does it give him bonus spells or does it affect on only a DC of spell?
how about skill?
can one gains more skill point when he gets to level up with headband of intelligence or not?
#181

zombiegleemax

Sep 19, 2003 5:53:57
an old/new question to bless water :

why does it need 5 pound of powderd silver(25gp) to create ?

in my eyes not balanced in comparison to the 2d4 damage against undead and evil outsiders

yeah ranged touch attack is fine... but one attack 25gp and a good chance to miss ?
i think a have to add to each temple and monastery a small silver mill :-)


what do u think ?
#182

zombiegleemax

Sep 19, 2003 23:43:52
ok

i gonna do that

thnc
#183

zombiegleemax

Feb 14, 2004 22:06:57
Okay if a player wanted to create a 50k GP item, it would cost him half in materials (25k), along with 1/25th of that spent in xp. Now how many days would it take to craft the item? Would it be 50 days (the market price) or 25 days (the base price I think)?
Even reading the beginning of this thread that explained the base and market price I'm still sort of confused. Two different names for something that seems to be the same thing boggles me. ;p
#184

zombiegleemax

Mar 02, 2004 4:39:39
Hi,

I've got a question about specific armors. I was wondering if it is possible to add the 'wild' armor ability to a rhino hide armor. And if so, how much would that cost?

Thanx in advance (I'm not sure if this is an english saying but you get the point)

Ps. Does the armor keep it's special 'charge' ability when in wild shape? (otherwise the armor is not as usefull as I thought)
#185

zombiegleemax

Nov 23, 2003 13:23:09
Do you know what a Mythallar is?
#186

zombiegleemax

Mar 25, 2004 8:45:29
i was thinking about, if the spell nondetection works against the spell see invisible, because it's a divinationspell.

here is the whole spelldicription:

Nondetection
Abjuration
Level: Rgr 4, Sor/Wiz 3, Trickery 3
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature or object touched
Duration: 1 hour/level
Saving Throw: Will negates (harmless, object)
Spell Resistance: Yes (harmless, object)
The warded creature or object becomes difficult to detect by divination spells such as clairaudience/clairvoyance, locate object, and detect spells. Nondetection also prevents location by such magic items as crystal balls. If a divination is attempted against the warded creature or item, the caster of the divination must succeed on a caster level check (1d20 + caster level) against a DC of 11 + the caster level of the spellcaster who cast nondetection. If you cast nondetection on yourself or on an item currently in your possession, the DC is 15 + your caster level.
If cast on a creature, nondetection wards the creature’s gear as well as the creature itself.
Material Component: A pinch of diamond dust worth 50 gp.

Is there any official anouncement which declares see invisible as a "such as" divinationspell or not?


It'll be very nice, if you help me with this question.

Thanks
#187

zombiegleemax

Mar 26, 2004 1:40:24
Originally posted by kreynolds
You're asking if nondetection works against nondetection?

Sorry, I edited my question!


I wanted to ask, if nondetection works against see invisible?
#188

lord_lorac_silvanos

Mar 23, 2004 8:47:06
Just a minor thing

Originally posted by Wizard
Q: Can a specialist wizard use magic items using spells from his\her prohibited school?
A: Some of them. A specialist wizard may not use scrolls, wands, or staves of the prohibited school. He may, however, use potions, wondrous items, rods, weapons, or armor enchanted with spells from his prohibited school. A way around this is to multi-class into sorcerer, as the reason specialist may not use items from his prohibited school is because spells from his prohibited school are not considered to be on his class list.

You forgot to mention rings ;)
#189

lord_lorac_silvanos

Mar 23, 2004 16:08:42
Hmmm.... Now that you mention it only wands and scrolls ARE explicitely prohibited.

:whatsthis
School Specialization entry in the SRD
Spells of the prohibited school or schools are not available to the wizard, and she can’t even cast such spells from scrolls or fire them from wands.

However I agree with you that staffs probably should be prohibited too, since they basically are multi-use super wands
#190

lord_lorac_silvanos

Mar 24, 2004 8:06:51
Originally posted by KerlanRayne
Thank goodness this is no longer true. DMG errata has changed it so that it's not a prerequisite.

Sorry, I am a bit confused what is it that you think is no longer a prerequisite? Caster level??
#191

lord_lorac_silvanos

Mar 24, 2004 14:12:45
Just wanted to make sure we were on the same page
#192

zombiegleemax

Apr 04, 2004 22:27:07
I have been grinding my noodle into powder trying to calculate what the cost for creating an item that gives you an intrinsic attack bonus is.

I want to use "true strike" to create goggles, or bracers, or a ring, or something that gives my character insight bonus to attack.

The answer is not, of course, on the table in the SRD that I downloaded. I see ability bonus, armor bonus, bonus spell, AC bonus (deflection and otherwise), natural armor bonus, save bonus (resistance and otherwise), skill bonus (competence only), spell resistance, and weapon bonus.

Naturally, I went to the wondrous item tables and started sniffing around. I found:
Stone of good luck: 20000 smackers, luck bonuses to everything, viz.:
+1 to saves, +1 to *all* ability checks, +1 to *all* skills
Pale green ioun stone: 30000 semoleons, competence bonuses:
+1 to attacks, plus everything under stone of good luck

"Hey," thinks I, "not half bad. Maybe I can back-calculate what a random attack bonus boost is, making the not untoward assumption that competence and insight bonuses to attack are both going to be similarly priced types of attack bonuses." Boy was I wrong. I will post the mind-numbingly unclear parts.

First, lower down in the table:
Under *Special*: Multiple different abilities
Base price adjustment: Multiply higher item cost by 2 (??!!&&*(%^(*!!)
Example: Helm of brilliance
[The WORST example they probably could have picked, as it would take till doomsday to back-calculate that scum puppy.]

Yeah, so what does "Multiply higher item cost by 2" mean anyhow? I've only got one item, right?

Second, below the table:
Multiple Similar Abilities: For items with multiple similar abilities that don’t take up space on a character’s body use the following formula: Calculate the price of the single most costly ability, then add 75% of the value of the next most costly ability, plus one-half the value of any other abilities.
Multiple Different Abilities: Abilities such as an attack roll bonus or saving throw bonus and a spell-like function are not similar, and their values are simply added together to determine the cost. For items that do take up a space on a character’s body each additional power not only has no discount but instead has a 50% increase in price.

Okay, so which category do my two example items fall under? I don't think there's much in common between an attack bonus and a save bonus, but that's just my opinion. What gives?

Further, the only thing I know how to price for sure out of the mess is the "other" type save bonus, at 2000 x bonus squared.

If I knew that the pale green ioun stone and the stone of good luck were being priced out according to Multiple Different Abilities, then I would say:
Neither of these items take up body slots, so their prices must be doubled up. So before that modification, they cost 10000 and 15000 apiece. The only difference is 1) +1 to attacks for the ioun stone and 2) bonus type, which I am assuming is of no consequence to price. That leaves me with 5000 as the price for +1 of attack bonus, which I suppose means that a +2 bonus will be 20000 (5000 x bonus squared) as the base price for my Thingy of Insight Bonus to Attack +2.

That's twice any other bonus, but maybe attack bonus is just that good. I could live with that.

On the other hand, if anyone knows for sure (or has anything helpful to add) about these other bonuses, or how to tell if abilities are "similar" or not, please post...
#193

zombiegleemax

Apr 06, 2004 13:25:24
Yes, but it drives me insane is pondering what "higher item cost" or "lower item cost" mean. Should I just substitute "ability" for "item"? Then what does the rest of the item cost?

Obviously, reading the text below the table, what they must mean is:
Find the highest-priced ability.
Then add 1.5 times the price of all the other abilities to the cost of the highest-priced ability.
They may as well not have that line in the table at all as unclear as it is, even in its emended form, since it explains nothing and you have to go look at the text under the table anyway.

What they really need to specify is what "similar" and "different" abilities are. I can't think of anything, from a DM or non-munchkin player perspective, that should be priced out according to the "similar" rules, so why are they there?
#194

zombiegleemax

Apr 07, 2004 10:26:14
Obviously bonus types do matter. "Little-known, seldom used" (hah, finally worked a Star Trek I quote into something) bonuses are more valuable because they stack, as you note. So run-of-the-mill bonuses are cheaper than weird bonuses because the weird bonuses probably stack with other things the character has got. For this reason, for each type of benefit (saves, AC) the table gives specific bonus type(s) that are cheaper, and then the rest are more expensive. If you read the table and my post you can figure that I already understood this.

From your one example, it sounds like similar abilities are ones that can't be used to any benefit at the same time, and thus no "constant-on" abilities on the same magic item would be similar. Obviously, someone would be a rank idiot to make an item that gave you the benefit of both expeditious retreat and longstrider constantly, because the longstrider would never give you any benefit. You could enchant an item to give you longstrider constantly but expeditious retreat on command once a day, and those would be similar abilities.

In the example, since the luckstone and the ioun stone are both "constant-on" items, the analysis I gave is therefore probably right and +1 attack bonus (weird, stackable type like luck, competence, or insight) is worth 5000 gp, and +2 is probably then 20000 gp, +3 45000 gp, and so on.
#195

zombiegleemax

Apr 08, 2004 12:57:38
Originally posted by Wizard
Almost nothing will be "similar" to an attack bonus bonus. Rather than using timing as a factor, group abilities. I put burning hands and fireball together because they're both your basic burninate-the-crap-out-of-my-enemies spells. Shapechange, Polymorph, and Alter Self, for instance, would all be similar to each other.

Using timing as the deciding factor as you suggested works for all the examples I've listed, but I don't recommend it as I doin't think that's what the designers intended by "similar."

Arrrgh. I wasn't trying to say that timing should be used as the deciding factor at all.

The fact that constantly-on abilities would logically always be different ability types is just an observation, a corollary to the definition you gave of "similar" abilities (ones that overlap). In this new example, for instance, it would also be illogical to make an item that gave Shapechange, Polymorph, and Alter Self constantly all at the same time, although there is or could be a staff that lets you cast all of them. That's not the reason I would say they're similar; however, since they're similar abilities, it happens to be true that no one would want to bother gaining all the abilities at the same time.

Burning hands and fireball would be similar since they both deal fire damage, so there's less advantage to having them together than, say, magic missile and fireball. That makes sense and helps me out. It's an addition to your earlier definition (obviously nothing is "overlapping" here).
#196

zombiegleemax

Apr 19, 2004 16:59:11
Originally posted by chonjurer

I would just say that a the scaling factor for a +1 insight bonus to hit is 1,000gp (or 1,500gp), and go from there.

So the cost would be (insight bonus)^2 * 1,000gp

I have to say, I think it should be more. A stackable bonus to attack is probably worth at least 2500 gp. After all, at 1000 gp, a 25000gp item can arguably make a 20th level rogue into a fighter (ignoring the fighter's last attack which is probably not hitting very often). 62500 sounds more palatable to me for a +5 attack bonus item.

Probably the prerequisite should be "caster level must be at least 4 times bonus" for making these items. (I ended up choosing amulet because it's a divination ability; headband could also work; or maybe gauntlets since it's a combat bonus.)
#197

zombiegleemax

Mar 25, 2004 1:35:15
Hey guys...
In the DMG is says the rod of splendor gives the possesor a +4 Chr bonus if it is held or carried.
Held obviously means in your hand. But what does carry mean? Do you get the bonus if you have it tucked in your belt? In your backpack? Duct-taped to your forehead??

Thanks muchly

Tony
#198

zombiegleemax

Apr 14, 2004 13:43:04
I use Alter Self to become a Bug Bear so I can get a +3 Natural Armor (and I'm more scary when I'm fighting). Does that stack with an Amulet of Natural Armor which is a Natural Armor Bonus? The spell that is associated with this item makes a point to say that this spell gives a bonus to my normal Natural Armor, which is 0.
My GM asked me to ask the Wonderful Wizards of the Boards since he doesn't know.

What say you all???

Tony

(P.S. Does using this spell/item combo make me a cheesey powergamer??? Inquiring minds want to know!)
#199

zombiegleemax

Apr 14, 2004 15:04:02
Am I a cheezey powergamer??? !!!

and thanks a million for your insight!!
#200

zombiegleemax

Apr 18, 2004 5:09:28
In our current campaign we have a new villian race, they are glass/mirror people. Our gm has said they take x2 damage from sonic attacks.
The spell shout said it does more damage if the creature if crystaline. For ease of mathamatics... lets says when I cast shout, it does 5d6 against most people, but against a crystaline creatures it does 10d6. Since these creatures have a x2 vulnerablility would the spell do 20d6?
Also these creatures reflect spells back on the caster if you fail their MR. The GM ruled that they can reflect area affect spells as well, ie... Fireball and Shout. What happens when there's a room full of these jokers and I cast shout and some of the targets take the damage, but I miss the MR roll on others and the area effect is reflected back and catches others with reflection?
it's easy to see how there could be several shouts to resolve at one time.
And ONE last thing... if I have 30 points of sonic resistance (thus being virtually invulnerable to the shout) do I have to roll to resist the deafness?

thanks a million!!!

tony

(p.s. sorry it's sooo many questions)
#201

zombiegleemax

Apr 19, 2004 16:03:41
You all are the best!
Thanks for the insight into the game... the math made my head hurt! hehe, but I can totally see the paper analogy.

(But I was looking forward to doing 20d6 damge and then having it reflect all over the place! I'm a bad man!! hehe)

thanks again for your time!


tony
#202

corillium

Apr 01, 2004 4:31:25
I am not sure if I am in the right forum, and I am sure this is probably a stupid question, but I am going to ask anyway.

In the PHB, it says that a standard action is one melee attack, casting a spell, etc. Is casting a spell like making an attack? If so, if I am a caster who can now make 2 attacks a round, does that mean I can cast 2 spells around as long as they are 1 standard action spells? I would really like an answer to this as the book doesn't seem to clear on this. The only other thing I could find was where it said that a caster could cast a standard action spell and take a move equivalent action. But couldn't I just take a full round action to cast 2 standard action spells?


Corillium
#203

corillium

Apr 02, 2004 2:26:01
Originally posted by kreynolds
Nope. Casting a spell is a standard action. Making an attack is a standard action. If you're a character who's base attack bonus is, for example, +6/+1, you can make one attack as a standard action or two attacks as a full-attack action.

A single melee attack is a standard action as well, according to the book. Which is where I am confused. If a standard action, according to the rules, is a single melee attack or cast a spell, and a full round action is making all your attacks (or standard actions), then why aren't you allowed to cast 2 spells a round if you get 2 attacks around?
#204

zombiegleemax

Apr 01, 2004 13:04:52
Okay, I need to know about Polymorph any Object (the 8th level version). Most these questions assume the change is permenant.

Say a HUMAN is polymorphed into an ELF. The rules state (the suckas) will get the ex abilities (low light, auto search etc.) and skill/stat bonuses/penalties of the new form (elf) (cf. DMG errata).
What about the immunity to sleep and bonus to resist ench spells, as well as weapon proficiencies?
What happans to the humans bonus feat and extra skill point per level? I'ld assume he/she would no longer gain the extra skill point.
Would he/she now qualify for any classes (prestige) that were race specific (ie. Arcane Archer)?
If he/she had any levels an prestige classes with racial specifers, could he/she still advance in them (I'ld assume no), or still be able to claim benefits (special abilities) from them (ie. as a paladin losses his/her class abilities from infractions of his/her paladin code)?
Would it be able to be polymorphed into a non-standard creature like an elf with wings (ie. the 2nd ed AD&D [we all remember the long lost 'Advanced', don't we?]... 'Avarial')?
As the 'standard' non-magical flight speed is twice land speed (for a 'normal' human 30', doubled to 60' for flight) in most cases, would it be possible to maximise the speed to the fastest non-magical movement allowed (ie. 60' land, 120' flying), as part of the polymorph to the new (non-standard) form?

Would appreciate any insights.

ps. please feel free into insert any 'suckas' where i have put he/she.
#205

zombiegleemax

Apr 06, 2004 10:01:35
To buggered to help you with math, but the errata for the 3.5 DMG has the following correction to make.

Table 7–33
Dungeon Master’s Guide, page 285
Problem: The “Multiple different abilities” line is in error.
Solution: Change “Multiply higher item cost by 2” to
“Multiply lower item cost by 1.5”

Cheers.
#206

owyn999

Nov 16, 2009 15:49:27
Just wondering if someone could help me, just finished a session.  and we were confused by Invis Wall of Force.  Being that it can only be passed by very few means what would the ruling be on a Summon Monster to the other side of the wall.  My successful argument is that A summoned creature is being teleported or DD'd in.