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Thread: Simple Q&A D&D 3.5 (by RAW) XXI
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2012-06-15, 10:20 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Re: 257: Yes, I am aware of how Extra Slot works. I was wondering because of the way the Aptitude Focuses may or may not interact with it.
So would you be able to prepare either an Arcane or a Divine spell every day, depending on your selected Focus?
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2012-06-15, 10:27 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
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2012-06-15, 11:03 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 259
Can Phantom Steeds hustle and/or run? Can they do so while flying (if capable of flight)?
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2012-06-16, 12:25 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 258 No
Only base weapon damage scales by size (and/or INA). The additional damage granted by the power functions just like extra damage from Flaming, Vicious, etc. So your attack would deal 2d6 + 2d8 + Str.
Q 260
How can a Druid cast SNA as a standard action*?
*Aside from the Rapid Spell feat or the Shifter Druid's Beast Spirit class feature.
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2012-06-16, 04:32 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Re: Q 260
Rapid Spell actually changes Summon Nature's Ally spells from 1 round casting time to 1 full round casting time, not 1 standard action.Originally Posted by Rapid SpellOriginally Posted by Summon Nature’s Ally <x>
The Shifter Druid's Rapid Summons ability also doesn't provide any benefit unless you already have Rapid Spell (or some similar ability).Originally Posted by Rapid Summons
Only the combination of Rapid Spell and Shifter Druid Rapid Summons results in 1 standard action casting time for SNA spells. As posited in the question, the "or" combination does not suffice.Last edited by Curmudgeon; 2012-06-16 at 04:45 AM.
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2012-06-16, 05:09 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Of course, a slightly more liberal interpretation might be to assume that the author of Rapid Summons knew or believed that SNA was meant to be cast as a full-round action. As usual, what Curmudgeon says is the 100%-exactly-as-the-text-says-with-no-interpretation-at-all answer. Since very DM must inevitably perform some degree of interpretation in order to run the game, he may well disagree with this assessment.
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2012-06-16, 05:26 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
That is very informative, but not entirely helpful. I feel like I got the Curmudgeon equivalent of "syntax error." Thanks, though.
Let me try again:
Q 260 revised
a. Without including either Rapid Spell or the Rapid Summons portion of Beast Spirit, is there a method for lowering the casting time of SNA to a standard action?
b. With the same restrictions as above, is there a method that achieves this, not necessarily by RAW, but by a reasonable interpretation of RAI?
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2012-06-16, 05:29 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 261
Does a caster casting a spell with a casting time of one round get to make attacks of opportunity during the casting?
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2012-06-16, 05:39 AM (ISO 8601)
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2012-06-16, 05:44 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 262
Can you use Divine Metamagic to enhance spells beyond 9th level? For example persistent Holy Aura for 7 turn/rebuke attempts?
Q263
Can you use Turn/Rebuke other creatures attempts to fuel DMM?Last edited by Andezzar; 2012-06-16 at 05:46 AM.
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2012-06-16, 06:11 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 261 No.
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.Because you’re using positive or negative energy to augment your spells, the spell slot for the spell doesn’t change.As a free action, you can take the energy from turning or rebuking undead and use it to apply a metamagic feat to divine spells that you know.Last edited by Curmudgeon; 2012-06-16 at 06:14 AM.
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2012-06-16, 06:53 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
@ Curmudeon Re: A261 - the bolded text appears only to apply to 1-minute casting, not 1-round casting. If you only need to use one full-round action to cast the spell, and then the spell comes into effect just before your action the next turn, why do you need to keep casting without interruption during the intervening turn?
Q264
If you take an Alternate Class Feature which trades away your Sorcerer/Wizard's ability to gain a familiar (such as Metamagic Specialist from Player's Handbook 2, or the variant specialist wizards from Unearthed Arcana), can you later take the Obtain Familiar feat?Last edited by willpell; 2012-06-16 at 06:56 AM.
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2012-06-16, 06:54 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 261 Contention
You quoted the right rules but drew the wrong conclusion:
A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
Consecutive uninterupted Full Round Actions only apply to spells with a casting time of longer than one round.
A 264
Yes, because you do not trade away your ability to cast arcane spells.
Q 265
Do prestige classes with "+1 level of existing spellcasting class" count for determining the abilities of a familiar acquired through Obtain Familiar?Last edited by Andezzar; 2012-06-16 at 07:07 AM.
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2012-06-16, 08:03 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
No, that's included "just as noted above for 1-round casting times".
Yes, I believe you missed something: the distinction between the actions used each round and the spellcasting duration.A spell that takes 1 round to cast is a full-round action. It comes into effect just before the beginning of your turn in the round after you began casting the spell. You then act normally after the spell is completed.
A 265 No.Originally Posted by Obtain FamiliarLast edited by Curmudgeon; 2012-06-16 at 08:09 AM.
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2012-06-16, 08:26 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Where does it say the completion of the spell is equal to the coming into effect of the spell? Casting of such a spell is a full round action. So the caster should not be required to do anything else but this Full round Action for the spell to be completed even if that completion takes place later. Otherwise such a spell would require a full round action and not taking any other actions until the spell takes effect.
Hmm, but Wizard 12/Archmage 1 allows you to to cast 7th level spells, whereas Wizard 12/Fighter 1 does not. It would have been a lot clearer to limit it to base classes and alternate arcane casting PRCs.
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2012-06-16, 08:53 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Rules Compendium, on pages 132-133:
CONCENTRATION
You must concentrate to cast a spell. If you start casting a spell but something interferes with your concentration, you must make a Concentration check. The check’s DC depends on what is threatening your concentration. If you fail, the spell is lost and has no effect. ...
Anything that could break your concentration when casting a spell can keep you from concentrating to maintain a spell. If your concentration breaks, the spell ends.
CASTING TIME
Most spells have a casting time of 1 standard action. Others take more or less time. You must continue concentration from the turn you start casting until the spell takes effect. If you lose concentration before the casting is complete, you lose the spell.
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2012-06-16, 09:46 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A spell that takes 1 minute to cast comes into effect just before your turn 1 minute later (and for each of those 10 rounds, you are casting a spell as a full-round action, just as noted above for 1-round casting times). These actions must be consecutive and uninterrupted, or the spell automatically fails.
And where does it say that making an attack of opportunity interrupts your concentration anyway? The existence of the Opportunity Power metapsionic feat in Expanded Psionics Handbook appears to very specifically indicate otherwise.
While in each combat round you are using a full-round action, you also cannot interrupt the spellcasting between rounds or the spell automatically fails. That applies whether the casting time is 1 round or multiple rounds: it's always a full-round action on your turn, and also cannot be interrupted until completed.
A 265 No. A prestige class that merely advances existing spellcasting does not allow you to cast spells in the first place, any more than levels in a non-spellcasting class allows you to continue using an existing spellcasting ability.
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2012-06-16, 10:18 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 259: Yes and yes. Phantom Steeds act like normal creatures in respect to movement modes. It can only run in a straight line though, like all flying creatures.
Originally Posted by Phantom Steed;SRDOriginally Posted by Fly Special Ability;SRDMetal Perfection - a template for creatures born on Mirrodin.
True Ferocity - a simple fix for Orcs and Half-Orcs.
Monastic Magus - a spiritual successor to the Unarmed Swordsage.
Pathfinder-ish Synthesist - a simple fix making Synthesist Summoners follow polymorph rules.
Sword & Sorcery for Sneaky Scoundrels - rogue archetypes/fixes that aim to turn the rogue into a warrior/caster.
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2012-06-16, 01:21 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q266: How can I add divine insight to the wizard spell list?
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2012-06-16, 03:43 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 267
Is Eidetic Spellcaster only in the Dragon Magazine or can I also find it elsewhere (book, web enhancement to books)?
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2012-06-16, 10:16 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 268 a
Can one wild shape while paralyzed?
Q 268 b
If one gains immunity to a condition (say, paralysis) while under the effects of that condition, what happens?
Q 268 c
Are there any wildshape forms immune to paralysis?
Q 269
Are there any spells that require no verbal, somatic, or material components?Last edited by Lateral; 2012-06-16 at 10:56 PM.
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2012-06-16, 11:03 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A268 a:
Wild Shaping requires a standard action to activate, and you cannot use actions while Paralyzed. No you may not.
A268 c:
I do not believe that there are any Animals that have immunity to paralyzation.
A268 d:
Not without Still Spell, Silent Spell, and/or Eschew Material Components.
A266:
Extra Spell works by RAI, but Customer support has repeatedly ruled against the spell being used that way. Other than that, you would need to find it on a domain and use Arcane Disciple to get it.Last edited by Fable Wright; 2012-06-17 at 09:07 PM.
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2012-06-16, 11:23 PM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 268 a Contention:
Yes, you can take actions.
A paralyzed character is frozen in place and unable to move or act. A paralyzed character has effective Dexterity and Strength scores of 0 and is helpless, but can take purely mental actions.
Q 270
If one is poisoned, then gains immunity to poison, does the poison go away or does it just not do damage while one is immune?Last edited by Lateral; 2012-06-16 at 11:48 PM.
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2012-06-17, 12:19 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Re: A 261
Rules Compendium on page 133:When casting a spell, you don’t threaten any squares around you, so you can’t make attacks of opportunity.
That question is both misleading and irrelevant. The Wild shape standard action qualifies as physical by the primary dictionary definition.phys·i·cal
- adjective
1. of or pertaining to the body
A 270
Becoming immune to poison does not make poison already in the body "go away"; the poisoned condition remains, even if you do not need to make checks to avoid further damage while immune.Last edited by Curmudgeon; 2012-06-17 at 12:23 AM.
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2012-06-17, 12:22 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
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2012-06-17, 12:39 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
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2012-06-17, 12:51 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
I think it's perfectly reasonable to say that an action which affects the body but is only caused by the mind could qualify as "purely mental". Surely this is true of psionic powers such as Psychoportation or Ectoplasmic Form; whether it also extends to Wild Shape is up to your DM, as I can see an argument either way given the nature of druidic magic. But saying it involves the body, when the body is only the recipient of the effect, is questionable.
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2012-06-17, 12:53 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
Q 271
Are there any spells or magic items that would allow me to make craft checks using my skill modifier while I'm doing something else?
(IE, I have a high Craft(Painting) skill and I would like to have a painting made of every battle or interesting event that I am a part of without me having to actually sit there and paint. My character is a 15th level Wizard.)Last edited by zeshion; 2012-06-17 at 12:53 AM.
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2012-06-17, 01:04 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A271
Fabricate comes to mind (or possibly Greater Fabricate, not sure). It explicitly requires a Craft check to create items of quality; you could probably persuade the GM to say this includes a fully rendered painting.
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2012-06-17, 01:12 AM (ISO 8601)
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Re: Simple Q&A D&D 3.5 (by RAW) XXI
A 266
You can't. Divine Insight is not on any Clerical domain list, so Arcane Disciple cannot add it to your class spell list. I believe the closest you could come would be through arcane spell research to create a new Wizard spell (unique to your character) with similar effect.
A 267
Eidetic Spellcaster is not in any Wizards of the Coast D&D source books. It originated in Dragon # 357 in 2007 July, and very few D&D 3.5 books were published after that. It also does not show up in a search of wizards.com articles.