# Tag Info

## New answers tagged dnd-3.5e

0

It’s not spelled out, and if you really want to get pedantic about it we have to get into a semantic argument about whether or not summon monster III from the sor/wiz list is the same spell as summon monster III from the Summoning domain—whether, when “these spells” refers to summon monster III, it refers to the Summoning domain “versions” of them, or it ...

0

Your question is a bit weird in it's formulation. First, D&D 3.5 doesn't really use wind speed, it instead uses levels of wind strength, of which there are 7 (from "Light" to "Tornado"), and each level has assigned a range of wind speeds (from 0-10 mph for Light, to 175-300mph for Tornado). Certain niche spells and effects do use wind ...

1

Getting your employees to secure a bunch of magic items is impractical, because the thieves' guild can just send a high level character to mind control (or kill) your employees and take your stuff. No matter how many permanent prismatic walls you build, your security will never be much better than the employees guarding your stuff. And your employees are ...

2

The rules support this, but check with your DM Unfailing endurance says it gives as one of its effects “Endurance” which it then immediately describes as a “feat,” before going on to repeat the benefits of Endurance. While the rules lawyer in me would have liked them to flat out said “You gain the Endurance feat as a bonus feat,” or something, it beggars the ...

0

As @KRyan and others have already studiously responded clearly with a 'no', the rules side of this question is extensively covered. I would like to point out that since you've brought physics into this as a part of the original question, that lance is not going to go into 8 inches of modern carbon steel without also ripping you centaur's arm off! Newton's ...

3

Try the gloves of man I suspect you're remembering the gloves of man (Savage Species 57) (42,000 gp; 0 lbs.), the description of which, in part, says, "These magic gloves provide humanoid fingers and thumbs for the wearer. Any creature may wear them, provided the creature has tentacles or paws over which to slip them. While wearing the gloves, the ...

3

The description of the 4th-level wu jen spell wall of bones [conj] (Complete Arcane 128–9), in part, says, "Though solid, the wall has many small openings and gaps and creatures on either side have cover and concealment against attacks from, the opposite side." So, although it can be bypassed with effort ("Small creatures can slip and wiggle ...

1

This is a strangely worded question. Rope trick defines that anyone who climbs the rope can enter the extradimensional space. If the rope is gone (pulled free, or the GM allows it to be 'pulled up inside' the rope trick) that could be used to argue that the space does not allow anyone entry. However the references to a '3 by 5 foot window' and in general ...

9

Bard is the obvious choice, and it’s a good one. Inspire courage is good at 1st. Inspirational boost (swift action to add +1 to inspire courage, 1st-level bard spell, Spell Compendium) is available from 2nd level, as is cure light wounds, which is good enough for healing. Even at 1st, a bard can also zap wand of cure light wounds, which is really the best ...

3

The 4th-level cleric spell Olidammara's bard spell [trans] (Dragon #342 (Apr. 2006) 42), in part, says Casting this spell allows you to prepare and cast a limited number of bard spells as if they were cleric spells. Each casting of Olidammara's bard spell lets you prepare up to three levels of Bard spells (these cannot be combined to prepare Bard spells ...

0

The wording "A cylinder-shaped spell ignores any obstructions within its area" really is obscure - especially if we take into account that there has to be a line of effect from the spell's origin (which is the cylinder's top circle) to any square within the spell's area in order to affect them. A burst, cone, cylinder, or emanation spell affects ...

2

Shivering touch is an extremely powerful spell, which also has some serious problems with its wording/editing. Between the two, many DMs ban it. This may be your best choice. About shivering touch’s damage Shivering touch gives the spell a duration, as you note, and likewise, as you say, [...] Ability damage is persistent, being removed at 1 point per day, ...

4

I think this is a poor description, because it is trying to describe a method of drawing a particular volume (by drawing a horizontal two-dimensional shape on the $XY$ plane and projecting it downward on the $Z$ axis), but then also using that as the description of what the spell itself is doing. The reason that’s a problem is because the combination of ...

3

The gestalt rules come from Unearthed Arcana, a collection of open-content variant ideas that Wizards of the Coast threw together and called a book. Some of them were written by Wizards of the Coast staff, others were published elsewhere as open content, and so on. Most importantly, they are often closer to ideas for how to vary your game, than they are ...

2

Gestalt variant rules are in the Unearthed Arcana handbook, page 72. And no, there is no such rule that prohibits you from changing the "side" of the classes. Also worth noting, template classes are variant rule too, and they are not contemplated in the gestalt rules, they could be argued to be similar to prestige classes, which could prohibit you ...

5

Segojan Earthcaller is a neutral good Underdark deity Segojan Earthcaller, a 3.5e-compatible Svirfneblin god, is a neutral good Underdark deity. While no self-respecting mainstream drow would worship him, you state that this character is an outcast. As with Drizzt Do'Urdan, the first good society that an outcast drow is likely to encounter after being ...

11

Unfortunately, the best answer I can give, seems to be that none of the other Drow deities, appear to have any alignment like that. Other than Lolth and Elisatree: Zinzenna is Chaotic Neutral (3e portfolio: chaos, luck, trickery). Kiaransalee is Chaotic Evil (3e portfolio: Undead, vengeance). Vhaeraun is also Chaotic Evil (Drow males, evil activity on the ...

0

In Pathfinder, it's clearly stated that if you make the first save, you do not suffer the secondary effect at all; the poison/curse/disease is done. From the PRD, under the general heading of Afflictions: Some afflictions have different effects after the first save is failed. These afflictions have an initial effect, which occurs when the first save is ...

2

If you use Alternate Form or the (Draconic) Polymorph spell you gain the physical ability scores (Str, Dex, Con) of the new form (which get modified in case of Draconic Polymorph). Normally, when an ability score changes, all attributes associated with that score change accordingly. Thus, if your CON modifier changes, your number of hit points change. But ...

2

Yes. It's not explicitly stated on the handbook, but the generic sneak attack class feature is supposed to be similar to the rogue ability. With them you would have +2d6 at level 1, +5d6 at level 8, and +9d6 at level 15, if you take them as soon as possible. You get more damage earlier than the rogue (which would get +2d6 at lvl 3, +5d6 at lvl 9, and +9d6 at ...

3

Per the rules for line of effect, An otherwise solid barrier with a hole of at least 1 square foot through it does not block a spell’s line of effect. Such an opening means that the 5-foot length of wall containing the hole is no longer considered a barrier for purposes of a spell’s line of effect. Technically, this is in the rules for magic and spells, ...

10

I'm going to get a bit subjective here, but I hope it's Good Subjective. If you still think it's too subjective, take these as arguments that, Rules As Written, specific trumps general, and scry on familiar is stated as something you can do, not attempt. Consider the following: Share spells allows spells to affect the familiar that otherwise could not. The ...

9

You are mistaken. Scrying on your familiar is an upgrade to the earlier vague sense of how your familiar feels about, like, the world , man. But your familiar has to allow it, otherwise your intuition is right. This is probably the piece you're missing: you can voluntarily skip SR and saving throws on spells. Per the SRD: Voluntarily Giving up a Saving ...

10

You are reading it correctly, but no one does—or should—rule things that way. Furthermore, it is extremely unlikely that the authors and editors at Wizards of the Coast intended that anyone do so. Prestige classes that advance spellcasting should advance your Spells class feature, period. Caster level, spells prepared, and spells known, as appropriate. ...

7

Mordenkainen's Private Sanctum Within your lair, you want to Block ethereal travel. Block divination magic. Block teleportation. The private sanctum spell (from fifth edition) can do all this and more within the warded area, with one hundred percent reliability. It wards a cube up to 100 feet on a side, or more if you use a higher level spell slot. You ...

2

Ethereal Guardians. Your first concern about ethereal intruders could best be handled by guardians who were themselves ethereal. These could be monsters of some kind, if your setting has such creatures, or they could be a squad of Airman Snuffy's with M-16s and cloaks of etherealness. Limit Personnel to Prevent Scrying. Scrying becomes harder when the caster ...

-1

Home-brew solution for knowledge gain about spells Apparently, there is no direct solution to my problem. If there is, I will retract my answer. I have thought about this problem and have a home-brew solution that I will follow in the future. To recognize a spell, its functionality and possible required components a DC Knowledge Arcana/Religion check is ...

2

Truthful is not Always True One of the things that was very common in my play groups, is that no matter how honest someone is being, that does not innately make what they are saying to be true. The corpse’s knowledge is limited to what the creature knew during life, including the languages it spoke (if any). Answers are usually brief, cryptic, or repetitive....

1

A likely contender is sofawall’s “The Cube” build—except it was never posted fully in public, and at least some of its secrets have been lost. This post details some of it, saying The Cube? That was me. Prismatic Wall Wall of Force Magically Hardened Obdurium Lead Dirt Me It can move. As it still a build in progress, I will say little, other than the bare-...

3

A standard rope has 2 HP/inch of thickness (PH, 166). So if you increase the diameter of the rope the number of HP will change accordingly. The DC for an escape artist check to escape from an animated rope spell is 20 (PH, 73). It doesn't change if the rope is thinner or thicker. The DC for the concentration check also remains the same. A creature tied up by ...

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