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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Re: A 041
Quote:
Originally Posted by
Lekgolo137
Sorry Curmudgeon, but you are wrong in several points.
Plane of Shadow
The Plane of Shadow is coexistent with the Material Plane and the Astral Plane.
It is separated from every other plane.
From Dungeon Master's Guide, page 152:
Quote:
PLANE OF SHADOW
The Plane of Shadow is a dimly lit dimension that is both coterminous to and coexistent with the Material Plane. It overlaps the Material Plane much as the Ethereal Plane does, so a planar traveler can use the Plane of Shadow to cover great distances quickly. The Plane of Shadow is also coterminous to other planes. With the right spell, a character can use the Plane of Shadow to visit other realities.
You're relying on a superseded source. As the Dungeon Master's Guide clearly states, the Plane of Shadow is not separated from every other plane.
Spoiler: Primary Sources Errata Rule
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Quote:
Errata Rule: Primary Sources
When you find a disagreement between two D&D® rules sources, unless an official errata file says otherwise, the primary source is correct. One example of a primary/secondary source is text taking precedence over a table entry. An individual spell description takes precedence when the short description in the beginning of the spells chapter disagrees.
Another example of primary vs. secondary sources involves book and topic precedence. The Player's Handbook, for example, gives all the rules for playing the game, for playing PC races, and for using base class descriptions. If you find something on one of those topics from the Dungeon Master's Guide or the Monster Manual that disagrees with the Player's Handbook, you should assume the Player's Handbook is the primary source. The Dungeon Master's Guide is the primary source for topics such as magic item descriptions, special material construction rules, and so on. The Monster Manual is the primary source for monster descriptions, templates, and supernatural, extraordinary, and spell-like abilities.
The only primary sourcebooks in D&D are those labeled "CORE RULEBOOK" on their front covers. Disagreements with those primary sources are resolved with the primary source being correct.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q41
Spoiler: Original Question
Show
Quote:
Originally Posted by
Lekgolo137
Q41
If you are not on the Material Plane (nor the Astral Plane), you can not become ethereal, because the Ethereal Plane is not connected to elsewhere.
What if a creature native to the Ethereal Plane casts Planar Bubble? Could you become ethereal on the area covered by the spell?
What about the same case, but with Shadow Conjuration and the Plane of Shadow instead?
If the answers are negative, there is any way to achieve this (to become ethereal or cast shadow conjuration outside of the Material/Ethereal/Shadow/Astral Planes?
Yeah, well, you are wrong again Curmudgeon, there is no disagreement between the Dungeon Master's Guide and the Manual of the Planes, but in this case it is my fault that you came to that conclusion.
The Manual of the Planes says that too. "The Plane of Shadow is also coterminous to other planes."
But since neither the Manual of the Planes nor the Dungeon's Master Guide says which planes are these "other planes" I am just ignoring that sentence.
Let's say for the sake of the question that I am in one of the planes that is not one of these "other planes".
So, question still standing.
EDIT: I am creating a new thread for this question as it seems a bit out of the "simple" required for this thread.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 44
Call Weaponry
a) Is it possible to summon with it some weapon which don't produced (yet) in local Campain Stetting - firearms, rayguns...
b) Everything is a weapon. Some of it is just Improvised Weapon. Is it possible to summon Improvised Weapon? Say, you need to climb somewhere. Call Weaponry: Ladder!
Q 45
Spell Mastery
a) Since Wizard now is not an only spellcaster with a spellbook, is it possible for other classes to benefit from it?
b) If yes, then how about the Uncanny Forethought?
Q 46
If something required spell with some particular descriptor, is it possible to use for that spells which variable descriptor?
For example, Fiendish Sorcery CF of Fiend-Blooded PrC required "spell must be of a level that you can cast but can be any spell having the fi re descriptor or any spell from the schools of enchantment, illusion, or necromancy" Can you select Summon Monster (Fire Elemental) or Energy Vortex (Fire)? (Befor say "No", see 9th level spells of "alignment" and "elemental" domains :smallwink:)
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Quote:
Originally Posted by
Curmudgeon
A 042
Snowsong is an Area spell, and follows the general rules for such spells. An Area spell can move with the caster, but that needs to be explicitly stated. For example:
The Snowsong description contains no statement about it moving with the spellcaster. Consequently, Snowsong is centered on a grid intersection that was part of the spellcaster's square(s) at the time of casting, but does not move thereafter.
Good to know I wasn't just missing something. I've seen the spell recommended in several places for Persistent Spell metamagic. Doesn't seem to make much sense doing that with a fixed area like this.
Thanks
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q45: What are some examples of sentient monsters with a missing ability score?
Q45abcd: Specifically, I'm hoping for examples of sentient beings missing ability scores like Strength, Dexterity, Charisma, and/or Wisdom. (I'm already aware of Lichs who are missing Constitution, and I don't think there are any sentient monsters with Int as a missing ability score)
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
The questions were posted as Q 42-45 but the numbering is off
A 44
a) ask your DM. Can a character call a weapon that he can't even conceptualize?
b) Only if the DM decides that the object can be used as an improvised weapon.
A 45
Neither of those feats require a spellbook. If another class grants known spells that must be prepared the character can benefit from them.
a) Yes, but only if you fulfil the prerequisite.
Quote:
Originally Posted by SRD
Prerequisite
Wizard level 1st.
So you still need at least one wizard level, even if you want to master other spells you know.
b) Yes again, with the same restriction as above.
A 46
I'm not sure what 9th level alignement spell you are talking about but summon monster does not work. The Spell has the descriptor [see text] not [Fire]. Only when you use it, can the spell acquire the [Fire] descriptor.
Quote:
Originally Posted by SRD
Conjuration (Summoning) [see text]
[...]
When you use a summoning spell to summon an air, chaotic, earth, evil, fire, good, lawful, or water creature, it is a spell of that type.
A 47 partial
a) Most incorporeal creatures lack an STR score.
Sentient creatures without one of the mental abilities is impossible:
Quote:
Originally Posted by SRD on Non-abilities
Intelligence
Any creature that can think, learn, or remember has at least 1 point of Intelligence. A creature with no Intelligence score is mindless, an automaton operating on simple instincts or programmed instructions. It has immunity to mind-affecting effects (charms, compulsions, phantasms, patterns, and morale effects) and automatically fails Intelligence checks.
Mindless creatures do not gain feats or skills, although they may have bonus feats or racial skill bonuses.
Wisdom
Any creature that can perceive its environment in any fashion has at least 1 point of Wisdom. Anything with no Wisdom score is an object, not a creature. Anything without a Wisdom score also has no Charisma score.
Charisma
Any creature capable of telling the difference between itself and things that are not itself has at least 1 point of Charisma. Anything with no Charisma score is an object, not a creature. Anything without a Charisma score also has no Wisdom score.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
@ShurikVch and Legendxp: #s 042 and 043 were used on the previous page.
A 046 No.
You cannot specify a spell plus a condition; you can only specify a spell. A Summon Monster spell does not have an energy or alignment descriptor until you finish the casting. As such, the spell by itself does not meet the requirements for Fiendish Sorcery.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
A 4547 partial:
There are, as you note, many sentient creatures with a missing Con score: Most undead other than skeletons and zombies, and a few constructs such as the homonculus, retriever, and inevitables.
All creatures must have a Wis and Cha score, as without those, they're objects, not creatures.
Sentient creatures must, by definition, have an Int score, since that's what "sentient" means.
So that leaves Str and Dex as possible missing ability scores for a sentient creature.
All incorporeal creatures, such as wraiths and shadows, lack a Str score. Most of them are undead, but there are a few incorporeal outsiders, or creatures of other types.
Any creature incapable of moving lacks both Str and Dex scores. The only examples I can find in the Monster Manual are the shrieker (which is nonsentient) and the formian queen.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Quote:
Originally Posted by
Chronos
All incorporeal creatures, such as
wraiths and
shadows, lack a Str score.
Minor nitpick: Not all of them. Applying the Ghost template does not remove the base creature's STR score. There may be other incorporeal creatures in other books that still have an STR score.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Lacking a Strength score is a property of the incorporeal subtype. The only reason the ghost template doesn't completely remove the base creature's Str is that ghosts aren't always incorporeal: They're solid on the ethereal plane, and so can use their strength there. But in any situation where it's incorporeal, the general rule kicks in, and it's Str --.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 048
On the subject of Spell Mastery, another question, linked to the definition of "spells you already know".
From what I've read of the Arcane Magical Writings, a wizard "know" a spell when it is written is his spellbook and he can cast it. However, he doesn't need to have access to said spellbook - in fact, it is mentioned that a wizard can use borrowed spellbooks to prepare spell he knows in order to reconstitute a lost spellbook.
Thus, can a wizard (or other spellcaster preparing spells the same way) take the Spell Mastery feat while not having any access to his spellbook(s), and thus retrieve a few of his lost spells?
Q 049
Is there a definition in the game for "foes"?
Some spells specifically affect only the foes (or only the allies) of the caster, but does it depends on his perception of creatures as such?
For example, if a person pretend to be an ally, but is in fact just waiting the right time to backstab the caster, can he accidentally be affected too by a spell targeting foes?
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
A 48
Yes.
A 49
There is no definition for foe, but enemy is a game term.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q50 Is there any way scribe spells in a spellbook on one page, no matter the spell level?
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Quote:
Originally Posted by
torrasque666
Q50 Is there any way scribe spells in a spellbook on one page, no matter the spell level?
A 50
Two levels of Geometer (Complete Arcane) will do it.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 51
A solar and an evil wizard face off, staring combat 30 ft away from another.
The wizard goes first and dispels the solar's protective aura.
The solar goes second and reactivates his protective aura.
Next round
The wizard casts dancing lights right in front of himself, outside the protective aura's area.
The solar now moves towards the wizard, bringing the dancing lights within the area of his protective aura.
Are the dancing lights (which were cast after the aura activated) suppressed by the protective aura's lesser globe of invulnerability effect as the aura moves to include the dancing lights in its area?
If yes, what if it had been summon monster 1 instead of dancing lights?
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 52
Anthropomorphic Animal template have very short list of player-available variants due to "Level Adjustment: See Table A–58."
Is it possible to extend that list a bit (without direct houseruling) by using variants of animals?
I. e. Sea Snake (Stormwrack) will have the same LA as a Viper
Same about the animals who are a simple refluffs, i. e. rabbit is just a refluffed cat
Quote:
Originally Posted by
Curmudgeon
A 046 No.
You cannot specify a spell plus a condition; you can only specify a spell.
I mean, let's compare it to:Spoiler: They clearly do!
Show
Quote:
Originally Posted by Air Domain
Elemental Swarm*: Summons multiple elementals.
*Cast as an air spell only.
Quote:
Originally Posted by Earth Domain
Elemental Swarm*: Summons multiple elementals.
*Cast as an earth spell only.
Quote:
Originally Posted by Fire Domain
Elemental Swarm**: Summons multiple elementals.
*Resist cold or fire only.
**Cast as a fire spell only.
Quote:
Originally Posted by Water Domain
Elemental Swarm*: Summons multiple elementals.
*Cast as a water spell only.
Quote:
Originally Posted by Chaos Domain
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a chaos spell only.
Quote:
Originally Posted by Evil Domain
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as an evil spell only.
Quote:
Originally Posted by Good Domain
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a good spell only.
Quote:
Originally Posted by Law Domain
Summon Monster IX*: Calls extraplanar creature to fight for you.
*Cast as a law spell only.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Re: A 46
You can use/cast those spells as [Fire, Cold etc.] spells, possibly only that way, but that does not mean that they are [Fire, Cold etc.] spells. They are in fact still [see text] spells, nothing changes that.
You can only use/cast such spells after you have learned them and only then do they acquire the specific descriptor.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 53: Is there any source that states that you Enchant Ammunition in bundles?,
cause it seems that it would take forever to make a bundle of +1 Arrows by RAW
From the Magic weapons section of the SRD:
Quote:
This price is for 50 arrows, crossbow bolts, or sling bullets.
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Creating Magic Items
To create magic items, spellcasters use special feats. They invest time, money, and their own personal energy (in the form of experience points) in an item’s creation.
Note that all items have prerequisites in their descriptions. These prerequisites must be met for the item to be created. Most of the time, they take the form of spells that must be known by the item’s creator (although access through another magic item or spellcaster is allowed).
While item creation costs are handled in detail below, note that normally the two primary factors are the caster level of the creator and the level of the spell or spells put into the item. A creator can create an item at a lower caster level than her own, but never lower than the minimum level needed to cast the needed spell. Using metamagic feats, a caster can place spells in items at a higher level than normal.
Magic supplies for items are always half of the base price in gp and 1/25 of the base price in XP. For many items, the market price equals the base price.
Armor, shields, weapons, and items with a value independent of their magically enhanced properties add their item cost to the market price. The item cost does not influence the base price (which determines the cost of magic supplies and the experience point cost), but it does increase the final market price.
In addition, some items cast or replicate spells with costly material components or with XP components. For these items, the market price equals the base price plus an extra price for the spell component costs. Each XP in the component costs adds 5 gp to the market price. The cost to create these items is the magic supplies cost and the base XP cost (both determined by the base price) plus the costs for the components. Descriptions of these items include an entry that gives the total cost of creating the item.
The creator also needs a fairly quiet, comfortable, and well-lit place in which to work. Any place suitable for preparing spells is suitable for making items. Creating an item requires one day per 1,000 gp in the item’s base price, with a minimum of at least one day. Potions are an exception to this rule; they always take just one day to brew. The character must spend the gold and XP at the beginning of the construction process.
The caster works for 8 hours each day. He cannot rush the process by working longer each day. But the days need not be consecutive, and the caster can use the rest of his time as he sees fit.
A character can work on only one item at a time. If a character starts work on a new item, all materials used and XP spent on the under-construction item are wasted.
The secrets of creating artifacts are long lost.
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Creating Magic Weapons
To create a magic weapon, a character needs a heat source and some iron, wood, or leatherworking tools. She also needs a supply of materials, the most obvious being the weapon or the pieces of the weapon to be assembled. Only a masterwork weapon can become a magic weapon, and the masterwork cost is added to the total cost to determine final market value. Additional magic supplies costs for the materials are subsumed in the cost for creating the magic weapon—half the base price given on Table: Weapons, according to the weapon’s total effective bonus.
Creating a magic weapon has a special prerequisite: The creator’s caster level must be at least three times the enhancement bonus of the weapon. If an item has both an enhancement bonus and a special ability the higher of the two caster level requirements must be met.
A magic weapon must have at least a +1 enhancement bonus to have any of the abilities listed on Table: Melee Weapon Special Abilities or Table: Ranged Weapon Special Abilities.
If spells are involved in the prerequisites for making the weapon, the creator must have prepared the spells to be cast (or must know the spells, in the case of a sorcerer or bard) but need not provide any material components or focuses the spells require, nor are any XP costs inherent in a prerequisite spell incurred in the creation of the item. The act of working on the weapon triggers the prepared spells, making them unavailable for casting during each day of the weapon’s creation. (That is, those spell slots are expended from his currently prepared spells, just as if they had been cast.)
At the time of creation, the creator must decide if the weapon glows or not as a side-effect of the magic imbued within it. This decision does not affect the price or the creation time, but once the item is finished, the decision is binding.
Creating magic double-headed weapons is treated as creating two weapons when determining cost, time, XP, and special abilities.
Creating some weapons may entail other prerequisites beyond or other than spellcasting. See the individual descriptions for details.
Crafting a magic weapon requires one day for each 1,000 gp value of the base price.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
A 53
By RAW, arrows appear to be enchanted individually. Specific arrow enchantments are listed in the MIC (example: MIC page 46, "Arrow of Biting,") as requiring "6 gp for a masterwork arrow," (Full text: "Cost to Create: 250 gp (plus 6 gp for masterwork arrow), 20 XP, 1 day.) and since Masterwork arrows come in bundles of 20 for 121 gp, (6 gp each plus... One for the quiver I guess?) that means you're only enchanting one.
Additionally, according to the DMG, magic arrow enhancements do not stack with magic bow enhancements.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 54
Does a non-eyeless outsider that casts Radiant assault still need an extra focus eye?
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
A 54
RAW, it would appear that an Outsider could use its own eye as a focus. There's not actually anything in DMG/PH/Spell Compendium that says how a focus has to be used, only that it's required, and even attached to the Outsider the eye is definitely (obviously) still an Outsider's eye. Of course, since there's no price listed, an Outsider's eye would be an assumed part of a spell component pouch anyway.
Quote:
Originally Posted by SRD
A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.
Quote:
Originally Posted by Players Handbook
An M or F appearing at the end of a spell’s name in the spell lists denotes a spell with a material or focus component, respectively, that is not normally included in a spell component pouch.
I'm unaware of any other straight info on focuses, broadly speaking. Incidentally, unless I'm mistaken, the PH seems to conflict with the SRD a bit in that the SRD says that an unpriced Focus is part of a component pouch while the Players Handbook says that it isn't.
The only thing that might hurt is "An eye from any outsider that has 4 or more Hit Dice." "From" could be said to imply that the eye was removed from the Outsider, but RAW is bad enough without arguing the meaning of prepositions.
tl;dr: No, it doesn't need an extra focus eye.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 55
Would Uncanny Forethought (from Exemplars of Evil) allow you to cast spells with a casting time above 1 round faster?
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
A 55
Yes. Any spell you have mastered for a Standard Action or any spell for a Full Round Action.
N.B. casting times of exactly one round are also accelerated. One round is from the beginning of your turn to the beginning of your next turn. A Full Round Action only takes your current turn.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 56
A question about the Dweomerkeeper's Supernatural Spell ability. It says "The spell functions as it normally would and is expended normally, but the dweomerkeeper does not require any components," emphasize mine.
Do the no longer needed components also include the usual sacrifice cost for a Sanctified/Corrup spell?
Or the Demon/Devil/Fiend/Undead/Archon/Eladrin/Celestial component of spells from either the Book of Vile Darkness or Book of Exalted Deeds?
Or a disease, drug, abstinence or location component from the same books?
Or even a soul component?
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
A 56:
It says "no components", without giving any exception, and all of the restrictions you mention are listed as components. So no, you don't need to meet any of those restrictions. Likewise for the truename component, for a number of spells from Tome of Magic.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 57
Will be able user of Arcane Sight to see a magic in an item, if it disguised as nonmagical by the Magic Aura?
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 51 Reworded
Globes of Invulnerability are immobile emanations that exclude (i.e. suppress) spell effects of certain levels that are cast into, or whose area overlaps with, the globe. The caveat is that it does not work on spell effects already in place at the time the Glove of Invulnerability is cast.
Certain abilities, such as the Protective Aura of a celestial, function as a Lesser Globe of Invulnerability. However, unlike the spell they mimic, these abilities are mobile. This means that there can easily be a situation where the Lesser Glove of Invulnerability effect's area can move to overlap an active spell effect.
The question is: can Protective Aura (or any similar ability) suppress active spell effects that come to overlap its area if the spell that created the spell effect was cast after the Protective Aura or similar ability was last activated?
An example would be the Protective Aura's area moving to overlap the area of a Silence spell effect, wherein the aura was activated before silence was cast.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
A 057 No.
Arcane Sight says:
Quote:
The effect is similar to that of a detect magic spell, but arcane sight does not require concentration and discerns aura location and power more quickly.
Nystul's Magic Aura says:
Quote:
You alter an item’s aura so that it registers to detect spells (and spells with similar capabilities) as though it were nonmagical ...
Consequently, there's no aura for Detect Magic and spells with similar capabilities like Arcane Sight to detect.
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
Q 58
If you are able to cast a "Summon Monster" spell at will as a spell-like ability, and you are Lawful Good (but not a cleric or directly bound to a diety), can you only summon the LN, LG, NG and Neutral creatures?
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Re: Simple RAW thread for 3.5 #31. By now, your question has probably been answered.
A 58
No, not being able to cast spells of an opposing alignment is a feature of the cleric class. If you are not casting as a cleric, you do not have that feature. SLAs are cast as if they were Sorcerer/Wizard spells.
Quote:
Originally Posted by SRD
Some spell-like abilities duplicate spells that work differently when cast by characters of different classes. A monster’s spell-like abilities are presumed to be the sorcerer/wizard versions. If the spell in question is not a sorcerer/wizard spell, then default to cleric, druid, bard, paladin, and ranger, in that order.