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TormakSaber
 
PostPosted: Sat, May 14 2016, 6:45 AM 

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Gravemaskin wrote:
Clone - Allowed? Can it be used same as other pnp spells or does it require more, like the first setup and creation of the clone to be done with an appropriate waiting period or can this just be assumed to have been done?

Contingency and similar spells that allow conditional triggers on self or items - Allowed? If so only with DM oversight or simple player concent enough?

Magic Jar Or similar spells - Allowed? If so only with DM oversight or simple player concent enough?

Trap the soul/Imprisonment/Temporal Stasis - Allowed? If so only with DM oversight or simple player concent enough?

Thanks!


I'll get back to you with team answers, but in order my personal answers are:

"No"

"No"

"No"

"With DM oversight only, if allowed at all".

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LetumLux
 
PostPosted: Sat, May 14 2016, 6:56 AM 

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I echo that.


 
      
The1Kobra
 
PostPosted: Fri, May 27 2016, 23:53 PM 

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Totally understand the ruling on Mindrape and Programmed Amnesia, but what about the significantly less powerful modify memory for bards?

http://www.d20srd.org/srd/spells/modifyMemory.htm

Is that also a no go?

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TormakSaber
 
PostPosted: Sat, May 28 2016, 2:39 AM 

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My first instinct is to say it's alright almost purely because of this clause:

Quote:
An illogical modified memory is dismissed by the creature as a bad dream or a memory muddied by too much wine.


Whereas the other two allow for 'the person thinks and actually believes this', modify memory does not.

Will try to get a DM consensus for you.

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TormakSaber
 
PostPosted: Sun, Jul 10 2016, 0:29 AM 

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A second clarification regarding saving vs spells has been added:

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A character may choose to willingly fail the save of any spell that has a save, but in order to do so, they must be fully aware that the spell is targeting them, and aware of it at the time the spell is being cast on them. For example, a character looking to prove her loyalty to a new faction could willingly fail the Zone of Truth spell being cast on the area in order to be compelled to tell the truth. However, a character could not willingly fail a save vs Scrying out of the blue, even if it were one of the character's friends, because the character is not both 1: aware of the spell targeting them and 2: aware of the spell being cast on them at that moment. A character may willingly lower their effective mental/physical defenses and fail saves as they please if they suspect the need to do so, but during this time, they will fail all saves of all spells directed at them, regardless of who they come from and who they are targeting, if it as an AoE. It takes one full round (6 seconds) for a character to lower their mental defenses, but once they do it takes one full minute to mentally and bodily center yourself to be prepared to fend off powerful magics again. Entirely lowering your spell defense, therefore, is not something characters tend to do lightly, as situations where you know the exact time a spell is going to hit you without also being subject to spells from others, is rare and difficult to discern indeed. A spellcaster may make a DC 30 spellcraft check as a full round action to discern if your spell defenses are currently lowered.

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Commie
 
PostPosted: Sun, Jul 10 2016, 0:39 AM 

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So lets say you want to join a faction, so you're in a room with four members of the Base Tilwnu faction. They say they want you to manually not resist a zone of truth. You agree, lower your mental defenses, at which point the Base Tilwnuers show their true colors and each begin lobbing volley after volley of mind spells, including dominate and whatnot. But because you lowered your saves manually, you can no longer make saves against any of those new effects?

Additionally, someone in another room could scry on your now with no save on your part at all, and you could just get a gaes/quest stuck on you by anyone nearby no save, and then have your mind altered so you think you passed the interview but in all actuality are being released under magical compulsion to, say, kill hil-rash?

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TormakSaber
 
PostPosted: Sun, Jul 10 2016, 0:51 AM 

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Quote:
You agree, lower your mental defenses, at which point the Base Tilwnuers show their true colors and each begin lobbing volley after volley of mind spells, including dominate and whatnot. But because you lowered your saves manually, you can no longer make saves against any of those new effects?


Willingly choosing to fail an individual save is different than blanket lowerring your spell defenses. They are separate actions you can take. One is an immediate action in reaction to a spell that you are aware of being cast on you, and the other is, as detailed, a full round action to lower and a minute to "turn back on". Should you choose to voluntarily lower all your defenses, yes, the Base Tilwnuers could choose to do that. If you only choose, however, to fail the save vs Zone of Truth, this does not happen.

Quote:
Additionally, someone in another room could scry on your now with no save on your part at all, and you could just get a gaes/quest stuck on you by anyone nearby no save, and then have your mind altered so you think you passed the interview but in all actuality are being released under magical compulsion to, say, kill hil-rash?


Correct, if you blanket lowered your mental defenses. But you don't need to - you can individually fail a save willingly vs a spell you are aware of and that you are choosing to do. Most adventurers and people will never need to "power down" entirely. It's incredibly dangerous and nigh on stupid. But you can do it, if you want.

No spell can make you voluntarily blanket lower your mental defenses - even Dominate does not give you that power over someone.

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TormakSaber
 
PostPosted: Sun, Jul 10 2016, 4:45 AM 

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LEgend Lore clarifications have been added.

Quote:
Legend Lore:
The 11th level clarification of this spell does not apply on Amia. The DMs are the final arbiter of what is and is not legendary on Amia, and what information this spell will give you. As a result, this spell can only be cast with DM supervision and assistance. No player may provide Legend Lore information about their own characters - unless it is to the DMs seeking clarifications on situations.

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Magiros
 
PostPosted: Mon, Jul 11 2016, 18:19 PM 

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TormakSaber wrote:
LEgend Lore clarifications have been added.

Quote:
Legend Lore:
The 11th level clarification of this spell does not apply on Amia. The DMs are the final arbiter of what is and is not legendary on Amia, and what information this spell will give you. As a result, this spell can only be cast with DM supervision and assistance. No player may provide Legend Lore information about their own characters - unless it is to the DMs seeking clarifications on situations.



Has this not been the case before? At least based on my divination experiences, doing LL without DM is near useless if we do not count the lore bonus given.

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TormakSaber
 
PostPosted: Tue, Jul 12 2016, 0:41 AM 

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There has been some confusion in recent times and we felt it best to codify our attitude into a rule.

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Magiros
 
PostPosted: Tue, Jul 12 2016, 3:43 AM 

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Ah! Alright then. Is all clear now. :)

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Magiros
 
PostPosted: Sun, Aug 07 2016, 21:24 PM 

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Would request clarifications on the use of Legend Lore.
Quote:

Legend lore

brings to your mind legends about an important person, place, or thing. If the person or thing is at hand, or if you are in the place in question, the casting
time is only 1d4×10 minutes. If you have only detailed information on the person, place, or thing, the casting time is 1d10 days, and the resulting lore is less complete and specific (though it often provides enough information to help you find the person, place, or thing, thus allowing a better legend lore result next time). If you know only rumors, the casting time is 2d6 weeks, and the resulting lore is vague and incomplete (though it often directs you to more detailed information, thus allowing a better legend lore result next time). During the casting, you cannot engage in other than routine activities: eating, sleeping, and so forth. When completed, the divination brings legends (if any) about the person, place, or things to your mind. These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known. If the person, place, or thing is not of legendary importance, you gain no information. As a rule of thumb, characters who are 11th level and higher are “legendary,” as are the sorts of creatures they contend with, the major magic items they wield, and the places where they perform their key deeds. Examples of legend lore results include the following. A divination about a mysterious magic axe you have at hand: “Woe to the evildoer whose hand touches the axe, for even the haft chops the hand of the evil ones. Only a true Son or Daughter of Stone, one who loves Moradin and whom Moradin loves, may awaken the true powers of the axe, and only with the sacred word ‘Rudnogg’ on the lips.”

A divination about a legendary paladin about whom you know many details: “Vanashon has been denied the glory of death and the duty of life. He waits pa-tiently beneath the Forbidden Mountain.” (The paladin has been turned to stone in the caverns under the mountain.) A divination about ancient ruins about which you have only a passing reference in a partially damaged tome: “The sorcerer who called herself Ryth built a library without words and a temple without gods. Those tho read and those who pray tore it down in a night and a day.” (These clues may be enough for you to find out more and get details you need to cast a better legend lore.)



Now what I want clarification on, is that the spell description states it can be used on important person, place or thing. Important, not legendary. Now, I have had the experience that people more often than not people get stuck on the "Legendary" part. As I understand this description, it does not state that the thing, object or place needs to be legendary, just important. Whereare places, things and objects, can become important when certain amount of people know of them, seeks them or so on.. The less known any of these are, the less important and hence less exact the information is. Therefore, when and why is it defined that things, objects or place needs to be legendary in order for the spell to function when the description simply states important?

And at what point does a place, object or a thing become important or legendary?

Thirdly the spell states following: "These may be legends that are still current, legends that have been forgotten, or even information that has never been generally known." Information that generally has never been known, which to me states that it actually was not legendary, it was simply related to an important or legendary event/place/object or a thing. Therefore, could we not say that if there is indirect connection to something legendary, the spell can be used to gather information on it?

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TormakSaber
 
PostPosted: Sun, Aug 07 2016, 21:34 PM 

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Quote:
Now what I want clarification on, is that the spell description states it can be used on important person, place or thing. Important, not legendary. Now, I have had the experience that people more often than not people get stuck on the "Legendary" part. As I understand this description, it does not state that the thing, object or place needs to be legendary, just important.


The spell uses "Important" to mean "legendary" and uses the terms interchangeably. This is semantics and a pointless argument.

Quote:
Therefore, when and why is it defined that things, objects or place needs to be legendary in order for the spell to function when the description simply states important?


The spell uses "Important" to mean "legendary" and uses the terms interchangeably. This is semantics and a pointless argument.

Quote:
And at what point does a place, object or a thing become important or legendary?


DM discretion.

Quote:
Therefore, could we not say that if there is indirect connection to something legendary, the spell can be used to gather information on it?


Not necessarily. DM discretion.

Legend Lore is not "give me answers" the spell, it has a very specific function, providing a glimpse into the past myths and legends of very specific types of things. Trying to use it for things outside that scope results in failure.

Quote:
If the person, place, or thing is not of legendary importance, you gain no information.

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Magiros
 
PostPosted: Sun, Aug 07 2016, 22:10 PM 

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So what we can conclude is that using the spell is very cicumstancial and also dependant on the Dm you might have at the time, as personal discression can be very varying between Dm's.

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TormakSaber
 
PostPosted: Sun, Aug 07 2016, 22:32 PM 

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I am telling you that you can conclude that Legend Lore/Vision is not the solution to every plot issue and does rely on the specific thing you are asking about actually being Legendary, yes. It is not the cure all plot answer to everything, and never was, and never should have been.

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Grymia
 
PostPosted: Mon, Aug 08 2016, 2:36 AM 

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I'll agree they're not (and given my prediliction to them this is funny for me to be saying) , I admit I get frustrated when there is no seeming way to gain information about a particular topic. (Things that're reasonably hard to get information about, sure I understand). I DO Grasp however that sometimes, more mundane or conventional means may be required to gather information, and I also grasp that in some cases ,information should be quite difficult or obscure.

I do have some personal irks when it comes to plots and attempting to glean information and finding my attempts stymied or only obtaining limited success, but that's mostly come from bad experiences in the past and I do my best not to let that reflect on the current day. I will also freely confess in some cases, I've had very positive chances to gather information in plots (both through Legend Lore/Vision and other means) so, it's not something I've always run into. *It tends to stick out more when you're playing a character who's a freaking Wizard and more research oriented*

This being said, (and I apologize for the segue) , it is cool to see there is a mechanical use for Legend Lore now.


 
      
Magiros
 
PostPosted: Mon, Aug 08 2016, 3:30 AM 

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TormakSaber wrote:
I am telling you that you can conclude that Legend Lore/Vision is not the solution to every plot issue and does rely on the specific thing you are asking about actually being Legendary, yes. It is not the cure all plot answer to everything, and never was, and never should have been.


Now Tormak, I never implied it should be universal "Tell me all" spell. I was asking clarification on its use because my undertanding had been different and my experiences has been different with different DM's. Therefore, I thought that a spell could use more defined way of working, or that I should get better understanding how it functions. And what you stated before, clearly, defines that it is not an automatic reply to everything, which I never thought it was anyway, and that a DM is part of the spell how it works. Which also entirely fine, so therefore, like a request, some DM's might be more relaxed to say yes and others no, which makes it very cisrcumstancial spell on top of needing to have specific backgrounds established (Meaning being legendary rep established.)

And I have no problems going through the mundane way either, however, in order to know what I can and can't do with spells, I need to ask clarification instead of assuming myself. You provided that clarification, thank you for that, but please take note that my assumption never was that it should be automatic answer to every plot/situation and don't place such words in my mouth.

As a player of a diviner, I am very used to getting "No info comes." and that divinations almost never actually work. Therefore, just wanted to find understanding what from DM perspective makes the change of a thing/place/obkject into a status of legendary and when it starts to work. Now I know that it is DM digression and it is just shooting in the dark most of the times anyway.


Edit: I will also like to point out that forgive me for not realizing that important and legendary in this context were interchangeable, or whatever the word was. I read Engllish very literally because it is not my native tongue and therefore my interpretentation might be very different, which was the reason I sought to ask instead of assuming my own.

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Bernardascoffee
 
PostPosted: Fri, Sep 09 2016, 18:05 PM 

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I have a question about the spell Premonition. I want to know its actual PnP uses, since it is implied by both PnP references (found through a quick Google or two) and the game that the spell legitimately allows one to see into the future, albeit for a few 'moments'. What exactly does the spell show you? does it show you the future in the event you had never cast the spell? (Example: Virgil, when casting Premonition, discovers that Artholomew is going to stab him horribly, and will cause Virgil to bleed out on the forest floor, but is since he knows this now, he can act against him!) Or does it show you the future where you had cast the spell? (Example: Virgil casts the spell Premonition, and through this, he sees himself attacked, but is able to defend himself within the vision itself.) How far does it let you see ahead, exactly? A few seconds? Minutes? And finally, is the spell visible with its glowy whirly shit? :P

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Gravemaskin
 
PostPosted: Sat, Sep 10 2016, 8:05 AM 

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There aren't any pnp uses for premonition. It's made up by the NWN devs for whatever reasons they had, same as ghostly visage and a few other spells. My guess is for balance reasons or lack of knowledge on dnd spells (It's probably why some aren't the correct spellschool too). The only thing that comes close is foresight, and it's a level 9 spell, not a level 8 one so you can't use them interchangeably. It's basically a homebrewn greater greater stoneskin with no official lore attached on how it works or why. As such, I'd imagine it only does exactly what it does and nothing else. Allows you to avoid damage. How you choose to RP that out is up to you, but it won't allow you to take any action on what you see (except to avoid up to 30/+5 damage) because that's not what the spell does.

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#StraightOutaAvernus
 
PostPosted: Sat, Sep 10 2016, 8:39 AM 

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http://www.d20pfsrd.com/magic/3rd-party ... remonition

If we wanna get non-NWNy

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Dark Immolation
 
PostPosted: Sat, Sep 10 2016, 17:02 PM 

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What Grave said, basically. It sadly is a silly spell in relation to its name and how it was implemented. So you can totally physically dodge the damage from a sword or arrow, but not the elemental energy on it? How does that work? For that matter, how does premonition show you the way to sidestep a boulder, but not a fireball? The best explanation I've been able to concoct for myself is that it only shows the "physical" world around you. Magic, energy, force of any sort does not appear in the vision, and what does appear isn't so far ahead that you have time to call things out to your friends about it; thus, it works only for you.

Still, it would have been better explained as some kinetic field, like the description of the old Black Label potions or something. That, or maybe one day we'll get a BoT that changes the spell to some medium Temp HP(basically works as all-around energy/damage soak) and some bonuses to saves and skill with increasing Divination Focus.

Edit: I would expect a DM to work with you if you were trying to channel Premonition to do something else in RP, though. It's one of the highest Divination spells we have. I mean, there's Power Word: Kill, but there's pretty much only one thing you can do with that...

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TormakSaber
 
PostPosted: Sun, Sep 11 2016, 5:49 AM 

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Bernardascoffee wrote:
I have a question about the spell Premonition. I want to know its actual PnP uses, since it is implied by both PnP references (found through a quick Google or two) and the game that the spell legitimately allows one to see into the future, albeit for a few 'moments'. What exactly does the spell show you? does it show you the future in the event you had never cast the spell? (Example: Virgil, when casting Premonition, discovers that Artholomew is going to stab him horribly, and will cause Virgil to bleed out on the forest floor, but is since he knows this now, he can act against him!) Or does it show you the future where you had cast the spell? (Example: Virgil casts the spell Premonition, and through this, he sees himself attacked, but is able to defend himself within the vision itself.) How far does it let you see ahead, exactly? A few seconds? Minutes? And finally, is the spell visible with its glowy whirly shit? :P


It does not give you future sight more than perhaps milliseconds - not useful against anything except, say, being attacked. "Extreme reflexes" is probably a better interpretation of the spell. Foresight is the obvious comparison.

Yes, the spell is visible, as all spell VFX are save for the dots of an aura. You exude a visible aura of Divination energies.

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TormakSaber
 
PostPosted: Sun, Sep 11 2016, 5:52 AM 

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I have added clarifications for the following spells:

Clone
Contingency
Modify Memory
Trap the soul (and all "permakill spells")
Magic Jar (and similar "bodyswap spells")
Dominate Person and Dominate Monster.

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Korthan Isharnos - Dragon Shaman of Thunder Spirit Zamasham


 
      
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