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0

Yes. Any character who is proficient with a particular type of armor can cast spells while wearing that type of armor with no penalty. There are two primary reasons for this. There are better ways for mages to get a decent Armor Class. For example, Draconic Sorcerers get permanent Mage Armor for free at 1st level, which provides 13 + Dexterity Modifier ...


0

The way my group does this is by superimposing lines over the squares to approximate who gets hit. If the line goes over an icon at all, they get hit.


1

You understand the rules correctly.


8

Right now there isn't an official rule. According to Mike Mearls and the Wizards Team that will be an option spelled out in the Dungeon Master's Guide. However this has been an issue for 3.5, Pathfinder, and 4e. You can use this diagram from the Pathfinder SRD to make a ruling on applying a spell's area of effect to a grid until the DMG is released. ...


12

This spell is just like other spells that have come before it - flame blade, mage's sword, spiritual weapon... Spells that have been around since forever, so this isn't really new, and we can easily divine rulings based on those precedents. In fact, flame blade is just about exactly the same (different school, but whatever). Proficiency rules don't apply ...


5

Oh yay, another Paizo guessing game. Turns out there are answers to these, but ⅔ are from a random forum post and ⅓ are based on some very strange and nonsensical rules. This is defined in a random forum post by a Paizo developer. They have never, to my knowledge, issued an official errata or even added it to the FAQ, but spell effects that ...


11

Yes and No. You get both sorcerer spells and wizard spells, but you must keep track of them separately. Your sorcerer spells must come from the limited spells you have chosen to learn as a sorcerer, have their save DC set with Charisma, and use your sorcerer spells per day. Your wizard spells must be prepared from a spellbook, have their DC set with ...


21

Fireburst from Complete Arcane is not an overpowered spell. It is not even a good spell. It is so bad that the 3.5 designers decided to change it when the spell was re-printed in the Spell Compendium. There, they increased its radius from 5' to 10', leaving the rest of the spell identical. However, the "improved" Spell Compendium version is also not a good ...


4

RAW ≠ Balanced You appear to be operating under the misconception that 'following the rules' of DnD 3.5e will result in a game where each character is equally powerful. If you have come here with balance concerns about Fireburst, a very inoffensive and thematic blasting spell, your party clearly hasn't discovered the Real Ultimate Power of spells like ...


2

The spell is melee-range. Without Quicken or another effect, the caster will virtually always provoke or have to cast defensively. It seems to me like a decent last-ditch escape spell, casting defensively with the chance to lose the spell in order to clear some space to work. 60 damage max at knife-range costing two limited-use-per-day feats AND a second ...


1

When applying major trappings, I find it's often useful to make comparisons with other powers as well, not just view the original power in isolation. Deflection has the same rank, PP cost and duration as Boost/Lower Trait (and both can be turned into a free action with Adept), but it grants the equivalent of 4 advances (Improved Block and Improved Dodge), ...


1

Is it overpowered? This is always going to be a subjective answer, but considering the following: a) A wizard standing within 5 feet of an enemy, especially at the levels this spell is effective, is already in big trouble. b) He will probably need to cast it defensively or provoke an attack of opportunity. c) It will hit his allies d) It does half damage on ...


4

There are three main differences between Alter Self and Disguise Self, and No, Alter self is not Always Better. It's not even necessarily superior. First and most important difference. Alter Self is a concentration spell that lasts up to an hour, Disguise self lasts for 1 hour without concentration. This means that while casting alter self, you can not ...


3

Your shield isn't a holy symbol and you can't gesture with it in spellcasting Your specific problem — the holy symbol on a shield — is the sticking point, and I'll focus on that. No, a shield doesn't count as a focus for replacing material components. Consequently, it does not benefit from the exception allowing the focus to occupy the same hand with which ...


4

To answer the title question: Yes. Alter Self is a much more powerful disguise effect, allowing you to reconfigure your disguise as often as needed during the duration and not allowing an automatic save when you get interacted with physically because your transformation is real, not an illusion. Your body actually physically changes to match your desired ...


13

Generally better? Yes. Strictly better? No. As Scott mentions in his answer, Disguise Self can not only alter your appearance (via illusion), but your clothing as well. It's important to note the inverse of this: Alter Self does not specify that it modifies your clothing or equipment. This means that, depending on how severe your alterations are, you ...


2

You still need a hand free for the somatic component, but it’s not usually a problem. Here are the general rules for somatic and material components (BD&D p. 79): If a spell requires a somatic component, the caster must have free use of at least one hand to perform these gestures. A character can use a component pouch or a spellcasting focus ...


4

I would say the ability to create the illusion of clothing, armour, weapons and other belongings is a very good reason to keep disguise self around. Uniforms and rank designations can gain you access to things that changing hair color won't. If you wear the livery of the local guards, you will almost certainly be accepted as a guard and permitted into the ...


9

Only If Using Haste from Dungeons and Dragons, 3rd Edition The Player's Handbook (2000) for Dungeons and Dragons, 3rd Edition has on page 212-3 the spell haste, which reads Haste Transmutation Level: Brd 3, Sor/Wiz 3 Components: V, S, M Casting Time: 1 action Target: 1 creature Duration: 1 round/level Saving Throw: Fortitude negates ...


7

No. Casting a spell is usually a standard action, though some are cast as Move, Swift, or Immediate instead. The effect of Haste reads "When making a full attack action, a hasted creature may make one extra attack with any weapon he is holding." It states specifically that it only has an effect when making a full attack action, and the effect it has is that ...


3

No: from the on-line SRD nor does it actually grant an extra action, so you can’t use it to cast a second spell or otherwise take an extra action in the round. This was the case from OD&D through to at least early 3.5e, with the exception of D&D 3e. If I can venture an opinion, because of the way Vancian magic works this is a little like ...


6

If you were using the elemental trappings from Savage Worlds, there would be two trappings that would boost a Trait: Darkness–Stealth: For beneficial powers, adding +1 Power Point to the cost causes the darkness to cling to the target and increases Stealth by one die type, or two on a raise. Electricity–Jazz: Beneficial powers “jazz” the target. ...


2

Does the rule stating that you can use the same hand for material and somatic spell components extend to objects which replace the need for material components such as foci? No, RAW, there is nothing which says that Foci can be held in the hand used for somatic gestures. If I were an arcane class that obtained a shield proficiency, could I have a ...


3

Can a Cleric/Paladin use a hand carrying a Holy Symbol Shield to perform somatic components? Based on the information you have quoted, yes. As the shield is a holy symbol, holy symbols act as a focus, the focus substitutes for the material component, and a hand holding a focus can perform somatic components. I'm not exactly sure what your second question ...


10

Yes, this is true. Wizards get every spell a level sooner, except for level 0 and level 1 spells. See the spells per day tables on the Sorcerers & Wizards page. Wizards and sorcerers learn from the same spell list, but wizards learn each new spell level 1 class level earlier. So except for first level spells (which both classes gain at level 1), a ...


3

Destructive Smite has been renamed into Destructive Wave as far as I can tell. This post should have the answer you are looking for. I cannot speak for reliability.


1

"Trap the Soul was folded into the 9th-level Imprisonment, pretty much, as one of Imprisonment's forms is trapping someone in a tiny gem." From this thread. No idea on how concrete it is.


3

Destructive Smite is most likely renamed to Destructive Wave, as it is also a 5th level spell, and has the same spell description as the spell Destructive Smite which was in the Alpha playtest.


4

Yes, the Mage can have enough power to actually see quite a lot, with some setbacks that can make it not worth the effort. 1) You need to spend as much time in present to watch through it. She views events in real time (it takes one turn of current time to review one turn of past time) as if through a camera placed amidst the scene, but ...


0

Paradox Anytime a Mage casts a spell there's a chance for Paradox, no matter how small. With a Gnosis of 3, let's say - sure, the first time he casts a Covert spell, it's a base of 2 dice. Granted, it can be considered a rote so that brings the roll to one, and with a foci that first roll is free of Paradox. However... The second time he rolls he risks ...


3

If the zombie used to be a resurrectable creature in life, it is resurrected as that creature. The relevant quote from the description of the undead type is: Not affected by raise dead and reincarnate spells or abilities. Resurrection and true resurrection can affect undead creatures. These spells turn undead creatures back into the living creatures ...


15

The Rules Are Contradictory The 7th-level Clr spell resurrection [conj] (PH 272-3) and the 9th-level Clr spell true resurrection [conj] (PH 296) say that You can [bring back from the dead] someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. (emphasis mine), but the spells inherit the entry ...


3

They wouldn't come back. A zombie is a creature, it is not 'a corpse' which is the specified target for Resurrection. True Resurrection would arguably work, since it doesn't require a corpse. In that case, what happened to the Zombie would be up to the GM. It might conceivably continue to exist, as the True Resurrection spell creates a new body for the ...


18

If the zombie is still 'alive', then Resurrection does nothing. From the spell description: You can resurrect someone killed by a death effect or someone who has been turned into an undead creature and then destroyed. You cannot resurrect someone who has died of old age. Constructs, elementals, outsiders, and undead creatures can’t be resurrected. ...


3

Yes, anyone may use a make whole effect or similar (or the Craft skill) to repair a clockwork automaton. If the clockwork automaton is below 0 HP, it must be someone else, since the automaton is unconscious. It does not matter if the effect comes from a spell, a wand, or whatever. When the clockwork automaton is below 0 HP, the effect of make whole et al. ...


2

Ok, I'll admit this is the stuff I struggle with when creating a wizard too. Ultimately though, there are a few questions you can ask yourself to make each of these tasks much easier. What is my primary purpose as a wizard? What's your specialty? Are you going to be a damage machine? Great, take spells that bump your damage. Are you going to be a utility ...


8

The solution is for the PCs to experiment with each of the spells to get a better feel for how useful they are during an actual game. Once your players have a chance to experiment a bit with the spells they have available to choose from, the task of deciding which ones are worth picking will be significantly easier. Also, as the DM, you may wish to reward ...


16

That very much depends on what you mean by "in game." During a game? Certainly: PC: "I fall on my sword." DM: "Okay. You die." Using standard combat options? No. At least, not guaranteed at every table by a common understanding of the rules. Coup de grace requires that the target be helpless before it's an option, and whether you're helpless to ...


4

No, by logical paradox. The conditions for being helpless against yourself are interesting. In one hand, you are completely at your own mercy, giving you the advantage over yourself, allowing for a Coup de Grace to occur. However, because you have the advantage over yourself, you aren't considered helpless against yourself. Traps, area spells, or ...


2

Yes. The duskblade's special ability arcane channeling is supposed to make the duskblade's full attack awesome. When the special ability says that "the spell affects each target you hit in melee combat that round" (PH2 20) that can totally be the same target multiple times. Touch Spells versus Spells Requiring Ranged and Melee Touch Attacks I suspect that ...


0

Yes. Arcane Channeling (Su): Beginning at 3rd level, you can use a standard action to cast any touch spell you know and deliver the spell through your weapon with a melee attack. Casting a spell in this manner does not provoke attacks of opportunity. The spell must have a casting time of 1 standard action or less. If the melee attack is ...


1

They get the same amount of powers as any other class. (They're called Spells flavourfully for Arcane classes, like how Martial classes have Exploits, but they're all just powers.) For the first level, see this question. For other levels, refer to your level-up table on page 27 of the Player's Handbook: this contains what you gain at each level, plus what ...


6

The answer is 0. Sort of... But not really. Ok, they're called spells, but they don't act like spells in previous editions, calling them spells doesn't make them spells. Characters in 4e don't exactly get spells. You get powers. Sometimes they're called spells, sometimes they're called exploits, but that doesn't really change the fact that they're, ...


4

This is probably a matter of two different things that operate in unusual ways not accounting for one another. Usually, when a construct is reduced below 0 HP, it is destroyed. The limitation on rapid repair covers this case, and doesn’t work. But Clockwork Automaton has the creature become Unconscious, rather than destroyed, when below 0 HP. The ...


0

Part 1: They use 'bonus damage', 'energy damage' and 'normal damage' interchangeably in this spell description, which is a tad infuriating. The important part to note is that the section that describes the damage that the spell does contains the phrase, You also deal energy damage and the related special effect when you attack with your hands using an ...


1

Yes. The wording is a little suspect, but that's par for the course in 3.5. Think of it this way; each time you attack an enemy, you target them. Each act of targeting gives you another opportunity to use your Arcane Channeling spell. You could easily argue the opposite interpretation, but the class doesn't seem to be designed that way. Most of the ...


4

Dweormerkeeper is one of the most powerful prestige classes in the game. Assuming you enter without losing spellcaster levels (using tricks to get around the dual-spellcasting requirement, which isn’t hard), very, very few things can keep up with it. Is that unacceptable? In my games, yes. In yours? Probably. There are a few other classes that are similar ...


2

Do I understand correctly that the Dweomerkeeper can really cast Wish and Miracle for free several times a day? Yes. Also works for lower level spells before you get Wish/Miracle, though most of those have cheaper costs. Plus the other benefits of a supernatural ability over a spell, including being able to use it in Silence and no AoO's. Does ...


5

An alternate interpretation perhaps, I have been told multiple times that while free actions can interrupt full-round actions, since the requirement for spell combat is having a free hand (not specifically for the casting but for the entire action ), changing your grip on the sword will immediately cause spell combat to end because you are no longer meeting ...


6

Yes. What, now you want how to do it? Sheesh. I assume you already have a sword. First, you could have made it an enchanted item like Harry's force rings. Actually, I'd copy the force rings whole, change the numbers to fit your Lore, and change it so the spell is targeted with Weapons. Boom, extra damage a couple of times an adventure. Slightly more ...



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