Spells: Difference between revisions

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: <h5>Attacks</h5>
: <h5>Attacks</h5>
: Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.  This distinction is important for keeping or losing that fancy Invisibility spell effect going.
: Some spell descriptions refer to attacking. All offensive combat actions, even those that don't damage opponents, are considered attacks. Attempts to channel energy count as attacks if it would harm any creatures in the area. All spells that opponents resist with saving throws, that deal damage, or that otherwise harm or hamper subjects are attacks. Spells that summon monsters or other allies are not attacks because the spells themselves don't harm anyone.  This distinction is important for keeping or losing that fancy Invisibility spell effect.


  under review
  under review
: <h5>Bonus Types</h5>
: Usually, a bonus has a type that indicates how the spell grants the bonus. The important aspect of bonus types is that two bonuses of the same type don't generally stack. With the exception of dodge bonuses, most circumstance bonuses, and racial bonuses, only the better bonus of a given type works. The same principle applies to penalties- a character taking two or more penalties of the same type applies only the worst one, although most penalties have no type and thus always stack. Bonuses without a type always stack, unless they are from the same source.


: <h5>Bringing Back the Dead</h5>
: <h5>Bringing Back the Dead</h5>
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::'''Preventing Revivification'''
::'''Preventing Revivification'''
:: Enemies can take steps to make it more difficult for a character to be returned from the dead. Keeping the body prevents others from using raise dead or resurrection to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released.
:: Enemies can take steps to make it more difficult for a character to be returned from the dead. For example, simply keeping the body prevents others from using [[Raise Dead (Spell)]] or [[Resurrection (Spell)]] to restore the slain character to life. Casting trap the soul prevents any sort of revivification unless the soul is first released. Simply performing a Coup de Grace on a victim can be a potent method of ensuring death, as any return must overcome the initial inimical intent of the deathblow.


::'''Revivification against One's Will'''
::'''Revivification against One's Will'''
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===Combining Magic Effects===
===Combining Magic Effects===
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
Spells or magical effects usually work as described, no matter how many other spells or magical effects happen to be operating in the same area or on the same recipient. Except in special cases, a spell does not affect the way another spell operates. Whenever a spell has a specific effect on other spells, the spell description explains that effect. Several other general rules apply when spells or magical effects operate in the same place:
===Stacking Effects===
Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually do not stack with themselves. More generally, two bonuses of the same type don't stack even if they come from different spells (or from effects other than spells; see Bonus Types, above).
: <h5>Different Bonus Types</h5>
: The bonuses or penalties from two different spells stack if the modifiers are of different types. A bonus that doesn't have a type stacks with any bonus. See FAQ at right for some additional information.
: <h5>Same Effect More than Once in Different Strengths</h5>
: In cases when two or more identical spells are operating in the same area or on the same target, but at different strengths, only the one with the highest strength applies.
: <h5>Same Effect with Differing Results</h5>
: The same spell can sometimes produce varying effects if applied to the same recipient more than once. Usually the last spell in the series trumps the others. None of the previous spells are actually removed or dispelled, but their effects become irrelevant while the final spell in the series lasts.
: <h5>One Effect Makes Another Irrelevant</h5>
: Sometimes, one spell can render a later spell irrelevant. Both spells are still active, but one has rendered the other useless in some fashion.
: <h5>Multiple Mental Control Effects</h5>
: Sometimes magical effects that establish mental control render each other irrelevant, such as spells that remove the subject's ability to act. Mental controls that don't remove the recipient's ability to act usually do not interfere with each other. If a creature is under the mental control of two or more creatures, it tends to obey each to the best of its ability, and to the extent of the control each effect allows. If the controlled creature receives conflicting orders simultaneously, the competing controllers must make opposed Charisma checks to determine which one the creature obeys.
: <h5>Spells with Opposite Effects</h5>
: Spells with opposite effects apply normally, with all bonuses, penalties, or changes accruing in the order that they apply. Some spells negate or counter each other. This is a special effect that is noted in a spell's description.
: <h5>Instantaneous Effects</h5>
: Two or more spells with instantaneous durations work cumulatively when they affect the same target.


===School (Subschool) [Descriptor]===
===School (Subschool) [Descriptor]===
Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs.
Beneath the spell name is a line giving the school of magic (and the subschool, if any) to which the spell belongs.


Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways. A small number of spells ([[Arcane Mark (Spell)]], [[Wish, Limited (Spell)]], [[Permanency (Spell)]], [[Prestidigitation (Spell)]], and [[Wish (Spell)]]) are '''Universal''', belonging to no school.
Almost every spell belongs to one of eight schools of magic. A school of magic is a group of related spells that work in similar ways, or have a common theme.


====Abjuration====
====Abjuration====
:Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, or even banish the subject of the spell to another plane of existence.
:Abjurations are protective spells. They create physical or magical barriers, negate magical or physical abilities, harm trespassers, and attacks made with abjuring spells typically have strong secondary defensive effects.
 
:If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the [[Perception]] skill drops by 4.


:If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures. If you force the barrier against such a creature, you feel a discernible pressure against the barrier. If you continue to apply pressure, you end the spell.
:If an abjuration creates a barrier that keeps certain types of creatures at bay, that barrier cannot be used to push away those creatures unless the spell specifically applies forced movement. If you attempt to force a barrier against such a creature, you end the spell.


====Conjuration====
====Conjuration====
:Each [[Spells#Conjuration|conjuration]] spell belongs to one of five subschools. Conjurations transport creatures from another plane of existence to your plane (calling); create objects or effects on the spot (creation); heal (healing); bring manifestations of objects, creatures, or forms of energy to you (summoning); or transport creatures or objects over great distances (teleportation). Creatures you conjure usually- but not always- obey your commands.
:Conjurations transport creatures from another plane of existence to your plane, create objects or effects on the spot; heal; bring manifestations of objects, creatures, or forms of energy to you; or transport creatures or objects over great distances. Creatures you conjure usually- but not always- obey your commands.


:A creature or object brought into being or transported to your location by a [[Spells#Conjuration|conjuration]] spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location on a surface capable of supporting it.
:A creature or object brought into being or transported to your location by a [[Spells#Conjuration|conjuration]] spell cannot appear inside another creature or object, nor can it appear floating in an empty space. It must arrive in an open location (non-blocked, non-occupied) on a surface capable of supporting it. Otherwise, the spell fails and is lost.




:'''''(Subschools)'''''
::*'''Calling:''' A calling spell transports a creature from another plane to the plane you are on. The spell grants the creature the one-time ability to return to its plane of origin, although the spell may limit the circumstances under which this is possible. Creatures who are called actually die when they are killed; they do not disappear and reform, as do those brought by a summoning spell (see below). The duration of a calling spell is instantaneous, which means that the called creature cant be dispelled.
::*'''Creation:''' A creation spell manipulates matter to create an object or creature in the place the spellcaster designates. If the spell has a duration other than instantaneous, magic holds the creation together, and when the spell ends, the conjured creature or object vanishes without a trace. If the spell has an instantaneous duration, the created object or creature is merely assembled through magic. It lasts indefinitely and does not depend on magic for its existence.
::*'''Healing:''' Certain divine conjurations heal creatures or even bring them back to life.
::*'''Summoning:''' a summoning spell instantly brings a creature or object to a place you designate. When the spell ends or is dispelled, a summoned creature is instantly sent back to where it came from, but a summoned object is not sent back unless the spell description specifically indicates this. A summoned creature also goes away if it is killed or if its hit points drop to 0 or lower, but it is not really [[dead]]. It takes 24 hours for the creature to reform, during which time it cant be summoned again.
:::When the spell that summoned a creature ends and the creature disappears, all the spells it has cast expire. A summoned creature cannot use any innate summoning abilities it may have.
::*'''Teleportation:''' a teleportation spell transports one or more creatures or objects a great distance. The most powerful of these spells can cross planar boundaries. Unlike summoning spells, the transportation is (unless otherwise noted) one-way and not dispellable.
:::Teleportation is instantaneous travel through the Astral Plane. Anything that blocks astral travel also blocks teleportation.


reviewed to here


====Enchantment====
====Enchantment====

Revision as of 19:19, 13 July 2018