Queen_Dopplepopolis
First Post
Will probably need an IC thread to question Arissa, but first things first - how are we keeping her captive? We know she's a powerful magic user, so we may want to take her to the anti-magic prison in Hyrwl...
I would say we should just knock her out every time she starts to wake up or keep her sedated, but Kennon has said in the past that that only works so long for Lawful Good characters before it crosses the line to torture.
Dimensional Anchor is only useful for a short amount of time (duration: 1 minute/level). It has no saving throw, which is nice. But - it is subject to spell resistance.
Thoughts?
I would say we should just knock her out every time she starts to wake up or keep her sedated, but Kennon has said in the past that that only works so long for Lawful Good characters before it crosses the line to torture.
Dimensional Anchor is only useful for a short amount of time (duration: 1 minute/level). It has no saving throw, which is nice. But - it is subject to spell resistance.
Thoughts?
SRD said:Dimensional Anchor
Abjuration
Level: Clr 4, Sor/Wiz 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Ray
Duration: 1 min./level
Saving Throw: None
Spell Resistance: Yes (object)
A green ray springs from your outstretched hand. You must make a ranged touch attack to hit the target. Any creature or object struck by the ray is covered with a shimmering emerald field that completely blocks extradimensional travel. Forms of movement barred by a dimensional anchor include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The spell also prevents the use of a gate or teleportation circle for the duration of the spell.
A dimensional anchor does not interfere with the movement of creatures already in ethereal or astral form when the spell is cast, nor does it block extradimensional perception or attack forms. Also, dimensional anchor does not prevent summoned creatures from disappearing at the end of a summoning spell.