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44

Spells A fair number of spells prevent teleportation; a wizard will struggle to gain access to some of them, but the skill Use Magic Device and a wand or staff will solve that. The 4th-level Sor/Wiz spell dimensional anchor [abjur] (PH 221) for 1 min./level prevents 1 creature from using any extradimensional movement if a ranged touch attack succeeds ...


33

This question is very much about personal preference; therefore there isn't going to be a "right answer" or "solution." Here are my reasons for still playing: AD&D 1e is the last edition where a player's skill during the game mattered more than their skill during the character creation process (if we ignore some of the changes introduced by Unearthed ...


27

No. From 3.5 SRD: The Basics – Abilities and Spellcasters: Abilities And Spellcasters The ability that governs bonus spells depends on what type of spellcaster your character is: Intelligence for wizards; Wisdom for clerics, druids, paladins, and rangers; or Charisma for sorcerers and bards. In addition to having a high ability score, a ...


23

You unwittingly have two different questions without realizing it. Question 1: How do I avoid injuring my allies with the Prismatic Burst on my melee weapon? Answer 1: Easily. The Prismatic Burst weapon enhancement only affects the target of your confirmed critical hit. "Whenever you score a successful critical hit with this weapon, . . . , subjecting the ...


19

There are three reasons I can immediately think of that apply to new players - they're the reasons that my group started with an earlier edition of D&D, rather than later ones. Early D&D has much simpler and faster combat, with most attacks just being a roll of 1d20, a table lookup, and a damage roll if successful. Spells require a save or attack ...


19

Unfortunately, without access to magic that prevents the druid from shapeshifting, there's nothing magicless barbarians can really do except putting him in a windowless room, and he still might be able to break the walls. One good solution to the problem is to beat him senseless (this works even with non-druids). Deal him nonlethal damage so he can't wake ...


18

Yes, by making a caster level check and meeting some requirements The relevant rules are all in the Magic Items - Scrolls section of the DMG. Here's a copy from the SRD. There are two steps: Decipher the Writing The writing on a scroll must be deciphered before a character can use it or know exactly what spell it contains. This requires a read ...


17

The lich template requires that you create a phylactery (see "The Lich's Phylactery" in the d20 SRD entry for Lich). The phylactery requires Craft Wondrous Items, the ability to cast spells, and a caster level of 11th or higher. A swordsage cannot cast spells and does not have a caster level, and therefore cannot create the phylactery and cannot become a ...


15

is there anything stopping the Good-aligned 'Necromancer'? There shouldn’t really be one anyway. Is there anything stopping you using Animate Objects, with or without Permanency, to affect a bunch of corpses? If so, what? And would that qualify as an Evil, Chaotic, or Neutral act? I believe corpses are objects, on the basis of the definition of an ...


15

I have to agree that the wording in the original rules is not a 100% explicit. It is clear that you cannot cast spells of a higher level than you have access to, but can you prepare them? The Pathfinder FAQ has a more complete answer, emphasis mine: No. You only get the bonus spells if your class level grants you access to those spell levels. You can't ...


15

The same thing that happens to everything else, they're slowed. Unfortunately it doesn't stack. Slow notes that: Multiple slow effects don’t stack. Zombies, specifically have Single Actions Only (Ex) Zombies have poor reflexes and can perform only a single move action or attack action each round. Contrast with slow: A slowed creature can ...


14

The game does not provide guidelines for this. D&D 3.5 is not a "life simulator". It is a game whose mechanics largely involve abstracting combat against fantasy monsters. How a character handles the digestion of magical food is a detail the game simply does not address. In fact, the game doesn't seem to consider food an important topic in general, it ...


13

Creatures Can't Add Levels Because of Necromancy Gazoo the necromancer can't just cast the spell animate dead [necro] (PH 198-9) and make any ol' corpse into a ghoul and add 2 levels of fighter to it. That can't happen. There shouldn't be any way to create creatures and, during their creation, add new class levels to them because of necromancy. When the ...


13

Ideally? You don't need to buy anything at all. You should ask your GM ahead of time if there's anything they specifically want you to bring, but here is the important thing to remember about the books, or any gaming kit really: It can and should all be shared by players and GM alike I can think of very few items in a gaming system that cannot be ...


12

D&D is not a physics engine Some rules, because they seem to simulate little bits of reality, might give you the impression that this is major point of the game. However, D&D reality is very skewed in favour of making games and fantastical stories. Neither games, nor fantasy novels nor cinema pay much more than lip service to science-based reality. ...


12

I am pretty sure that the rules never clarify beyond what you have already quoted, and I am certain that the rules you have quoted are not definitive on this point. I, and literally everyone I have ever played with or talked to, have always assumed that casting spells with both material and somatic components takes one hand. Never really paid very much ...


12

Comparing their descriptions in the SRD: animate object and animate dead differ in these ways. Animate object is a 6th level spell; animate dead is 4th, or third for a Cleric. Animate dead is a permanent, instantaneous transformation; animate object is 1 round per level. Animated dead can follow you around and do tasks or attack; animated objects can only ...


11

In Dungeons and Dragons 3.5 Rage says, in part, While raging, a barbarian cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except for Balance, Escape Artist, Intimidate, and Ride), the Concentration skill, or any abilities that require patience or concentration, nor can he cast spells or activate magic items that require a command ...


11

The best design is to minimize the impact of “setness” Sets are a neat idea, but ultimately you run into real design problems if their full power depends much at all on having multiple items in the set. You want flavor and fun from the set bonuses more than you want power. Ideally, each item on its own is, or very nearly is, worth its cost, and ...


11

Kelgore's Firebolt - No The material component for Kelgore's Firebolt is "a handful of ashes", and the spell effect says that it "conjures a shard of red-hot rock." So no, there is no RAW way to substitute your own pebble in there and have it work. Spells only do what they say they do, and the spell says quite clearly that it conjures a red-hot pebble. It ...


10

Depending on how many can cast teleportation, all the party need to be touching to teleport away. One suggestion would be to have him divide the party as they enter the cave preventing them all from being within touch range of each other.


10

So here's the thing - the spells used to create a magic item do not have to be identical to the effects of the item. A Cackling Hag's Blouse requires hideous laughter, but the effects of the blouse have nothing to do with the effects of that spell, it's more of an implementation of sympathetic magic. You have a lot of wiggle room and as the GM, with your ...


9

I've stuck with an older version of the system for one simple reason: investment. Rules, campaigns and adventures for older editions of D&D can be obtained at ridiculously low prices either second hand on in e-format direct from the publishers. For a tiny outlay, you can accumulate a vast treasure trove of material for your games. A lot of this ...


9

Ring of the Ram Spell resistance is defined as affecting spells and spell-like abilities. Some items (wands, command-word items) replicate spells, and are affected by it, but other items are their own magical effect, not replicating a spell, and thus ignore it. Ring of the ram does not replicate any given spell, and therefore ignores SR. As for it being ...


9

What stops the 6th-level Clr spell animate objects [trans] (PH 199) from making corpses dance is that Corpses Aren't Objects The game defines creature as a "living or otherwise active being, not an object" (PH 306). The game defines active only with regard to spells (e.g. the skill Concentration (PH 69-70)), but this is also addressed below. The game ...


9

No check need be made, and, really, that whole paragraph should be ignored, because... That's Legacy Text In previous editions of Dungeons and Dragons illusion spells had different names and different effects. In Advanced Dungeons and Dragons, 2nd Edition the basic illusion spell was the 1st-level wizard spell phantasmal force, which reads, in part, ...


9

I say, go for it, but with two important caveats: Get player buy-in Make sure the players are on board for the tweaks you're planning. Are they veteran players used to playing a certain way and might resent it? Do they have certain expectations you'll be breaking? Make sure you don't make unilateral changes to the system. Be prepared to rollback This is ...


8

While you're right that the template doesn't mention the necessity of spellcasting, creating the lich's phylactery does, so a swordsage lich exists... Only via Adaptation as a Single-classed Character In the Swordsage section under the heading Adaptation there's the following text If you prefer, you could instead emphasize the magical talents of the ...


8

Making large changes to mechanics is a difficult and rewarding process. Most of the time, the problems that your designs will have won't be obvious until your players have banged on them a little bit. Messing around with mechanics is one of my favorite things to do in tabletop games, so here's a few things to keep in mind as you do it: Make sure you're on ...


7

The Strength Penalty to Damage Remains Unadjusted A Medium creature with Strength 8 who's fighting with two weapons, a longsword in one hand and a short sword in his off-hand, will inflict 1d8-1 points of damage with the longsword and 1d6-1 points of damage with the short sword, for example. The same creature with Strength 6 will inflict 1d8-2 points of ...



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