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Answers No. The stored spell in a Spell Glyph need only be known. Fortunately, psions and wilders have a Powers Known mechanic (otherwise there could be some confusion as is the case with clerics and druids and their spells known) that explains what constitutes a spell known. That said, the Spell Glyph function of the spell glyph of warding reads You ...


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It's possible your friend was trying to tell you about spells per day, which is on page 31, not understanding you were looking for the list of spells. After all, this is what most players I know had problems with. Page 32, though, has the description of the Spells class feature, sending you to page 183, where you get the whole list (whole if you're playing ...


4

The archive feature will generally get you the content you once had a link to. There's a couple of URL forms I recognise that'll work. /dnd/Article links For Article pages — ones that have /dnd/Article.aspx in the URL, like in the question — there's still a way to access them: replace the 'www' in the URL with 'archive'. So for the updates ...


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You can get it but you can’t use it (Empower Spell, anyway). Empower Spell makes a spell take up a spell slot two higher than it normally would. Even if you applied it to an orison, or 0th-level spell, you’d need a 2nd-level spell slot to cast it. As a 1st-level cleric, you don’t have any of those, you only have 0th- and 1st-level spell slots. ...


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You can take a metamagic feat at lvl 1, but you like won't benefit from many of them. Empower Spell is such a case, because Empower Spell requires you to place any spell you prepare with it at a spell slot two levels higher. You can, however, combine Empower Spell with Divine Metamagic (http://dndtools.eu/feats/complete-divine--56/divine-metamagic--660/) ...


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I've built a good start on a spreadsheet to determine this. It only supports one set of options at a time, and you have to manually decide when to buy each book, but it helps with the calculations and you're welcome to expand on it. Dropbox link You should only need to edit the green boxes. IsOdd determines whether you're starting from an odd stat or ...


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Incantatrix, spell-selection, and metamagic feats are the heart and soul of the mailman. The remaining class levels are not important, and could be archmage levels. In other words, you definitely can do it. Just take the feats and spells you need and have at it. You’ll still be phenomenally powerful. That said, there is a problem. The problem with ...


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As The Mailman article says, "the first 16 levels are pretty critical, but the last 4 are fielder's choice". You can easily replace any of the higher levels with Archmage. This is because Incantatrix is really powerful, to a degree that most DMs find unreasonable. But if yours is okay with it, have fun. At 32 point buy, Str9 Con14 Dex14 Int14 Wis8 Cha17 ...


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You can cast polymorph, polymorph any object, shapechange, and divine power. You are not likely to have any trouble whatsoever in the melee department; you’re definitely going to do it better than, say... barbarian, bard, duskblade, fighter, favored soul, hexblade, knight, marshal, monk, ninja, paladin, ranger, rogue, samurai, scout, spellthief, or ...


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Its possible to be a melee wizard... Given that a single cleric spell (Divine Power) solves the BAB problem for a short duration and that you have access to all of the polymorph spells there shouldn't be a problem in actual combat. Hit points will always be an issue, you having less than everyone else, but you can compensate for that. Your main problem ...


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It’s an 8th-level mind-affecting, Will-negates compulsion. It’s not a death sentence, because it will never work on anyone who cares. Protection from evil arguably blocks the effect. That’s a first level spell. Even if not, mind blank definitely does, for 24 hours, at the same spell level (and it blocks far more dangerous effects, to boot). All ...


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Yes... If nobody tries to save them. With Chaining creatures can approach if the creature approaching passes a will save. With Hedging it appears that they are just trapped permanently and will die unless they don't need to breathe or eat, which a number of creatures are immune to. The phrase from which it cannot wander by any means. worries me ...


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Challenge Ratings are very close to worthless Unfortunately, player characters can and do vary wildly in power level, which means it’s impossible to say what will “appropriately challenge” an 11th-level party, or any other level for that matter. There is no “standard” here to compare them against. Furthermore, CRs are, if ...


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The skill Spot has epic uses and is useful to all but blind adventurers. It's one of those skills that if a character can he should put maximum ranks in it. But, even if he does, it's a good idea to have the skill even higher. I've drawn from a variety of sources in this list; abbreviations are available here. Improving Spot Skill Checks with Spells The ...


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I like to play both sides screen. So I have a PC for when I'm a player and that PC becomes an NPC party member when I DM. I do this so I don'thave to roll a new character everytime someone else takes over as DM and so there isn't a huge level gap as well. When you create a villian make sure you are willing to let him/her die. Think of a villain as parts of ...


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Custom Magic Item to enhance Spot cost bonus x bonus x 100 GP source


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Goggles of minute seeing could work if the spot checks are for traps/hidden doors/etc. you have to be within five feet for them to work though. -shrugs- it's a thought.


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By RAW? No The spellbook rules say this: Once a wizard understands a new spell, she can record it into her spellbook. It says "wizard" explicitly, so by a direct RAW reading of the rule, no. A Sorcerer can't do it. It also says a wizard can copy into her spellbook, not into someone else's book. That makes sense, as it's hard for a wizard to ...


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I don't know why no-one has mentioned "Eyes of the Eagle." They're on page 256 of the Dungeon Master's Guide, and offer a +5 competence bonus on Spot checks for only 2,500 gp.


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The Magic Item Compendium has a few. Some examples: Third Eye Aware (p. 140). Probably the item you're looking for if all you want is pure spotting. +10 competence bonus, nothing else. 10000gp. A Raptor's Mask (p. 210) is a decent face slot item. +5 untyped bonus on spot checks. "Also" renders the character immune to blindness and dazzling. 3500gp. Eyes of ...


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Check the Ioun Stone page: Ioun Stone Dark Blue one will give you alertness (+2 on Listen and Spot) Incandescent blue will give you a bonus to all Wisdom checks.


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It's easy. As detailed on page 37 of the Dungeon Master's Guide, divide the rewards by the number of characters in your group. Your 6th level character gets 600/10 = 60 XP Your 2nd level characters gain 900/10 = 90 XP each. Your NPCs gain half what they would have gained if they were PCs, effectively eating up some of the encounter experience. If those ...


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There's no hard and fast rule, but in lieu of anything else, you could simply choose a random point of interest on that plane as the target, under the assumption that frequently used teleport targets could have a form of resonance that naturally attracts directionless teleportation effects, and then do the 5-500 mile roll from that. Following the point of ...


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There are none, just like there are no rules for not wearing boots on the trail, not keeping your expensive parchment dry, or keeping the bugs out of your rations by packing them properly. All that stuff is roleplay and GM judgement. No whetstone? "Clearly you are a bandit, sir! You claim to be a King's Man, but no reputable soldier would go around with a ...


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I feel dumb, I just found the answer hidden in a paragraph, Sigil does have the normal magic trait within the ring. Its in the Manual of the Planes page 151.


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I am going to start by covering 'D&D-compatible' - In a world where portals can be opened to any dimension or plane how can we call anything incompatible with D&D? Crafting of Renaissance Weapons, the modern era and futuristic weapons, are touched on with the information you have already provided in your query. Everything has a comparable item or a ...


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Have them be "attended" (properly carried close to the body) by a character with good fortitude saves. Or enchant them with powerful (high casterlevel) effects. From the Rules Compendium, page 106: Nonmagical, unattended items never make saving throws. They’re considered to have failed their saving throws. An item being grasped, touched, or worn ...


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As usual, Pathfinder to the rescue. Totally 3.5e compatible and with costs and stuff, not d20 Modern style. Here are Pathfinder's firearm rules covering up through the revolver/rifle era, and here's the modern weapons info from their visit to WWI in Rasputin Must Die!, and here's the new technological weapons info from the new Technology Guide that has ...


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There is no established craft DC, obviously, but the Player's Handbook page 71 table lists 'exotic melee or thrown weapon' with a DC of 18, and 'complex or superior item (lock)' as a DC of 20, so pistol and musket should both be in that range. And, given that 'crossbow' lists Weaponsmithing as the proper Craft skill, I would be happy asserting the same for ...


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Only against really dumb enemies (or enemies who have failed their knowledge checks) who aren't smart enough to take advantage of a day's preparation. You haven't read the full power description. There is one critical point: One day later, you reappear adjacent to an open flame nearest to the place where you discorporated, Setting aside actually ...


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No, I don't think he'd be immortal at all. First of all, the rule says "You attempt a Will save (DC 5 + damage dealt)". Solution? Deal enough damage to make the save very risky and hard to make. Also, don't take even simple-looking saves for granted. Second: this move can be played once against an unsuspecting, but clever opponent. The second time they'll ...


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Classes Character Class List on archive.wizards.com Prestige Class List on archive.wizards.com Every source for every class. Many classes are listed repeatedly since they can be found in multiple books (Eberron Campaign Setting and Forgotten Realms Campaign Setting each discuss all the core classes and how they exist in those settings, for example), but ...


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It's highly unlikely creatures need rest to regain their uses of their spell-like abilities; such a restriction would be stated along with such abilities. Otherwise, The Game Doesn't Say Similar to what you want to know is in the Rules Compendium's new rules for Daily-use Items which says Many magic items have a limited number of uses per day. When ...


0

A creature with a spell-like ability limited by "per day" uses will regain that ability 1 day from the time it used it last. As for spells they work the same as the class of which they are casting from; I.E. A cleric will pray to his god at a specific time each day and a sorcerer needs 8 hours rest and 15 minutes in meditation to get them back. For your ...


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There are lots, too many to list here, and it will depend on which books the game has available for use and if things like LA are allowed. There is a (mostly complete) list or races available here (pdf) along with book references. There is also a similar index available for base classes here that also includes variants.


0

Besides the rules considerations offered by the other answers (a crucial aspect, of course), I think it is important to consider your world and story as well. Unless you're playing the most generic D&D in which rules of thumb do work, your campaign (story, setting, world) will have its own peculiarities that strongly influence the ...


2

The SRD contains the following, possibly abridged, text for the Knowledge skill. Check Answering a question within your field of study has a DC of 10 (for really easy questions), 15 (for basic questions), or 20 to 30 (for really tough questions). In many cases, you can use this skill to identify monsters and their special powers or ...


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A few ideas: Make it clear that it's the same skeletons raising over and over again (there are glowing little runes etched all over the bones), or alternatively, the same Evil Spirits possessing a new pile of bones every time (so when the skeleton "dies", you see the spirit float out and go back to the necromancer so he can be put in a new body, pacman ...


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Yes, that is precisely it. The Heavy Load column on the Carrying Capacity table indicates how much your character can carry and still move about for long periods of time, even if his reaction time is slowed down and he cannot run. The maximum Heavy Load is his maximum load. In the Player's Handbook this is made clear in the first paragraph on page 162, ...


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Time Stop as a Delivery System This is a very standard high-optimization tactic. Against a spellcasting enemy with contingent spells or the ability to use Celerity or similar effects to avoid being closed with, using Time Stop to walk up to them and then an Antimagic Field to shut down their ability to escape (as well as all buff spells and spellcasting ...


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I'm a little late to the party, but there are several simple solutions which come to mind and don't require eliminating the Candle of Invocation from your game. The easiest would be to act as others suggest, and rule granting of wishes a "more involved" task for which the summoned creature may demand payment. Since the candle's third effect is to cast ...


0

The SRD states that "You may try to use a wish to produce greater effects than these, but doing so is dangerous." Since the object of this exploit is to produce an effect much greater than the normal wish spell's power, the DM is free to do whatever s/he feels about or to the greedy PC commensurate with the level of abuse they are attempting on the magic ...


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It's Not as Much Fun as It Should Be The range of the 9th-level Sor/Wiz spell time stop [trans] (PH 294) is personal. The 6th-level Sor/Wiz spell anti-magic field [abjur] (PH 200) says that "it prevents the functioning of any magic items or spells within its confines." Emphasis mine. Thus the spell time stop is suppressed until the duration of the spell ...


5

Summoned monsters are part of the summoner's CR and XP award, and don't give XP. Make it very clear that the summoner can keep doing this for a while and they should get the point. Then use a story award to give bonus exp for a fast kill, especially if you find a way to hint at that in-world (or just plain state it at the table). For animated creatures ...


0

Personally, I would use multipliers to determine it. So if the amount of XP for the skeletons is equal to X, multiply that by Y (say 5) and then subtract 1 from the multiplier for each unit of time that passes. i.e. Skeleton XP200 Multiplier 5 -1/round. Round 1 win: 1000XP (if all skeletons are defeated). Round 2 win: 800XP etc.


0

I fully agree with the other answers that simply being able to take Obtain Familiar does not count as having the "ability to acquire a new familiar" — it merely counts as the ability to acquire the ability to acquire a new familiar. :-) In any case, even if you could somehow sidestep the prerequisite and take Improved Familiar without actually having ...


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You Can't Skip Obtain Familiar, But... You can't skip Obtain Familiar. It's a prerequisite of Improved Familiar to be able to obtain a familiar, and Obtain Familiar is how you'd meet that requirement without multiclassing. So, if you only have one feat, you have to take Obtain Familiar. You now qualify to take Improved Familiar the next time you have a ...


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No. Feats you do not currently possess do not count towards prerequisites for other feats. Consider Extra Turning, with its prerequisite of "ability to turn or rebuke undead." You can't take this feat just because you have the option of eventually multiclassing into a cleric. How would you get a familiar? You'd take Obtain Familiar, but defer the ...


1

I think this one is fairly clear-cut: you do not currently have the ability to acquire a new familiar, as you have no ability to acquire a familiar whatsoever; therefore you cannot take Improved Familiar. If you want to take it, you need to first get the ability to have a familiar, whether that be via Obtain Familiar, taking a level in Sor/Wiz or some other ...


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According to the rules for listening and to the physics of the world. A sleeping character may make Listen checks at a -10 penalty. A successful check awakens the sleeper. You should determine the maximum distance at which the sleeping guy, considering his high penalty to listen checks for being asleep, can possibly hear the offender approaching. Then ...



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