'hokay, lotta stuff to go over...
Uh, am i missing something here? The bear swiped at Sila, dealt some damage, triggered her Greater Blink Contingency, and then was wished away by a benign transposition. Now she has the feral in front of her who (tahnkfuly) attacked the melee warrior to the south, rather then her. If so, Sila has a Greater Blink active and can now happily cast spells?
Sorry, got her and Sabastian mixed up, you're not grappled.
Also keep in mind to point out contingencies when they happen, with 10 PC's if it isn't in your little combat post I won't be seeing it. There'll be a little lee-way for the first round or two as you guys get used to including the info, but after that if it's not in the combat post then it doesn't exist for that round.
You do still need to post an action, though.
BTW, that failed save on feeblemind could have meant instant death if i had packed a Ray of Stupidity... This will be amended for the next fight (provided there is a magical shop nearby that i can Teleport to)
Good luck with that. *Evil grin* I've gone on record in numerous games that I dislike instant death. I've also informed you all in this thread that I believe in the 'mutually assured destruction'& 'Eye for an Eye' modes of GMing. If you guys start using instadeath, so will I.
Also, there's not going to be an opportunity to go shopping for a while unless
A: You decide not to go on this quest
B: you're a wayfarer guide capable of teleporting long distances
C: you pay the XP to gate/planeshift.
Also, spell turning and absorption have 10min/level durations do they count as permanent buffs if i have only one of each prepared?
Jemal said:
Daily buffs are those that are permanent, last 1 hour/lvl or more, OR 10min/lvl spells that you will recast automatically anytime it's duration runs out (Meaning you have to 'set aside' enough slots at the begining of each day to do so, and cannot use those slots for other spells).
IE: Mage armour is 1hr/lvl, so it's a daily buff.
See Invis is only 10 min/lvl, so unless it's permanent you'd need to set aside enough 2nd level spell slots to cast it 6 times/day(Essentially making it 1hr/lvl)
I've bolded the parts from my initial post that pertain to your question, b/c I'm not sure how else to explain it. Basically with a caster level of 18-24 you'd have to cast it 6 times per day to have it count as a 'daily buff'.
Voidrazor - What book did you find that has an intermediate godess with 4 domains? Or are you just asking for what you'd like her to have?
Tagret - Sorry, didn't realize you were finished your character. I'll go over him for approval.
RE: Freedom of Movement
I counter your link with my own
http://www.wizards.com/default.asp?x=dnd/4ask/20080226a
According to THIS link, freedom of Movement should only stop 'physcial' limitations, not mental ones.
The problem with 'official' answers is that they tend to just make things more complicated and contradictory. For example this link states that under the answerers ruling, Hold Person would not be prevented by Freedom of Movement.. which is, I think we both agree, bogus.
I think my whole problem with the spell is pointed out in this answer's first line " Freedom of movement is one of those tricky spells that has a lot of open-ended wording that might lead to confusion." Yeah, understatement much?
I'm not sure where you got the "actions vs Movement" Argument, I've never heard that one before, and you're using examples that don't appear in the book, so I must assume this is your own personal opinion, just as I have allready shared mine.
Back to your first response
This spell enables you or a creature you touch to move and attack normally for the duration of the spell, even under the influence of magic that usually impedes movement...
Lets break it down. It lets you move and attack normally for the duration of the spell.
This is the case EVEN if you're under the effect of magic that normally impedes movement. Not ONLY if. EVEN if. That's not a qualifier, it's an includer. The subject of Freedom of Movement "moves and attacks normally for the duration of the spell."
If the subject 'moves and attacks normally for the duration of the spell' and THAT is the line that matters, then it WOULD make you immune to ANYTHING that would stop you from doing so, regardless of whether it does so by preventing actions, movement, etc. Death prevents you from moving and acting normally. So does unconsciousnes. So does sleep. So does dexterity damage. So does wearing heavy armour, etc.
Many spells have the problem of mixing flavour text with rules text and this completely messes with the spell, as I believe is the case with Freedom of Movement.
I believe that the first sentence of the spell is a poor combination of flavour text (Enables you to move and attack normally" and rules text "Magic that impedes your movement such as..."
*Edit: Also, this is my 6,666th post, just had to say that. I may dissapear into a puff of smoke shortly, so if you don't hear from me soon.. SEND HELP!!! *L*