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Good counter for Solid Fog?
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<blockquote data-quote="Knightfall" data-source="post: 7005197" data-attributes="member: 2012"><p><strong>Knightfall Casts Thread Resurrection!</strong></p><p></p><p>I have a similar scenario taking place in my Realmsian Dragonstar pbp game. <strong><span style="font-size: 15px">(My player's should not read this post!)</span></strong></p><p><strong><span style="font-size: 15px"></span></strong></p><p>One of my player's just cast <em>solid fog</em> on my power-infused cleric. I don't want to post too many details about my villain since you never know who might stumble into this thread.</p><p></p><p>Now, my cleric hasn't cast <em>freedom of movement</em> on himself, yet, but he does have a unique <em>magic circle</em> spell-like ability that protects against both good and evil, as well as <em>lesser globe of invulnerability</em>. He also has a homebrewed spell that I borrowed from [MENTION=1210]the Jester[/MENTION] called <em>Marius’ double actions</em> (see below). He also has a Dragonstar spell on him called <em>total protection</em> (protects against all types of elemental attacks up to a certain amount).</p><p></p><p>What should be the ruling for how the <em>solid fog</em> interacts with the <em>double actions</em> spell? Also, I'm assuming that <em>solid fog</em> won't prevent my cleric from casting spells, even without <em>freedom of movement</em>. He simple can't take move actions like normal. Is that right?</p><p></p><p>Will he still be able to cast two standard action spells? Should there be a Concentration check?</p><p></p><p>[sblock="My R.D. Players - Don't Read This!"]He has a template that has given him blindsight up to 130 feet. Heh.[/sblock]</p><p></p><p>___________________________________</p><p></p><p><strong>Marius’ Double Actions </strong></p><p><em>By the Jester</em></p><p></p><p>Transmutation (Time)</p><p>Level: Chr 6, Imperial 7, Sor/Wiz 7, Time 7</p><p>Components: V, S, M</p><p>Casting Time: 1 standard action</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 1d4 rounds</p><p></p><p>This spell allows you to take two rounds worth of actions on your turn, including two standard actions and two move-equivalent actions. If you do not otherwise move during your turn you may make two five-foot-steps, but if you do the second one is subject to attacks of opportunity. This spell does not allow you to cast additional Quickened spells in the round.</p><p></p><p>Material Component: A bit of sand from the Temporal Prime.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 7005197, member: 2012"] [b]Knightfall Casts Thread Resurrection![/b] I have a similar scenario taking place in my Realmsian Dragonstar pbp game. [B][SIZE=4](My player's should not read this post!) [/SIZE][/B] One of my player's just cast [I]solid fog[/I] on my power-infused cleric. I don't want to post too many details about my villain since you never know who might stumble into this thread. Now, my cleric hasn't cast [I]freedom of movement[/I] on himself, yet, but he does have a unique [I]magic circle[/I] spell-like ability that protects against both good and evil, as well as [I]lesser globe of invulnerability[/I]. He also has a homebrewed spell that I borrowed from [MENTION=1210]the Jester[/MENTION] called [I]Marius’ double actions[/I] (see below). He also has a Dragonstar spell on him called [I]total protection[/I] (protects against all types of elemental attacks up to a certain amount). What should be the ruling for how the [I]solid fog[/I] interacts with the [I]double actions[/I] spell? Also, I'm assuming that [I]solid fog[/I] won't prevent my cleric from casting spells, even without [I]freedom of movement[/I]. He simple can't take move actions like normal. Is that right? Will he still be able to cast two standard action spells? Should there be a Concentration check? [sblock="My R.D. Players - Don't Read This!"]He has a template that has given him blindsight up to 130 feet. Heh.[/sblock] ___________________________________ [B]Marius’ Double Actions [/B] [I]By the Jester[/I] Transmutation (Time) Level: Chr 6, Imperial 7, Sor/Wiz 7, Time 7 Components: V, S, M Casting Time: 1 standard action Range: Personal Target: You Duration: 1d4 rounds This spell allows you to take two rounds worth of actions on your turn, including two standard actions and two move-equivalent actions. If you do not otherwise move during your turn you may make two five-foot-steps, but if you do the second one is subject to attacks of opportunity. This spell does not allow you to cast additional Quickened spells in the round. Material Component: A bit of sand from the Temporal Prime. [/QUOTE]
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