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Greyhawk: The Golden Era CY 963 -- RESTORED BACKGROUND INFO THREAD
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<blockquote data-quote="Tellerian Hawke" data-source="post: 7373838" data-attributes="member: 6790669"><p><strong>OTTER Revision of Dispel Magic</strong></p><p></p><p><span style="font-size: 15px"><strong>Dispel Magic</strong></span></p><p><strong>Abjuration</strong></p><p><strong>Level:</strong> Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3</p><p><strong>Components:</strong> V, S</p><p><strong>Casting Time:</strong> 1 standard action</p><p><strong>Range:</strong> Medium (100 ft. + 10 ft./level)</p><p><strong>Target or Area:</strong> One spellcaster, creature, spell being cast (counterspell), existing spell effect (targeted dispel), or object; or 20-ft.-radius burst</p><p><strong>Duration:</strong> Instantaneous</p><p><strong>Saving Throw:</strong> None</p><p><strong>Spell Resistance:</strong> No</p><p></p><p>You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells.</p><p></p><p><strong>Note: </strong>The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect.</p><p></p><p>You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell:</p><p></p><p><strong><u>Targeted Dispel</u></strong></p><p></p><p>One object, creature, or existing spell effect is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the existing spell effect or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect.</p><p></p><p><strong><span style="color: #0000FF">Examples of "existing spell effects" include things like:</span></strong> an area of mud created by the <strong><em>Transmute Rock To Mud </em></strong>spell, or a magical barrier such as <strong><em>Wall of Force</em></strong>, or the area of mist created by the <strong><em>Grave Mist</em></strong> spell, or the area of sticky strands created by the <strong><em>Web</em></strong> spell.</p><p></p><p>If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature.</p><p></p><p>If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this.</p><p></p><p>You automatically succeed on your dispel check against any spell that you cast yourself.</p><p></p><p><strong><u>Area Dispel</u></strong></p><p></p><p>When dispel magic is used in this way, the spell affects everything within a 20-foot radius.</p><p></p><p>For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected.</p><p></p><p>For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel.</p><p></p><p>For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell.</p><p></p><p>For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area.</p><p></p><p>If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object.</p><p></p><p>You may choose to automatically succeed on dispel checks against any spell that you have cast.</p><p></p><p><strong><u>Counterspell</u></strong></p><p></p><p>When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.</p><p></p><p></p><p></p><p></p><p>[spoiler=OGL License]</p><p><u><strong>OPEN GAME LICENSE Version 1.0a</strong></u></p><p></p><p>The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved.</p><p></p><p><strong>1. Definitions:</strong> (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement.</p><p></p><p><strong>2. The License:</strong> This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.</p><p></p><p><strong>3. Offer and Acceptance:</strong> By Using the Open Game Content You indicate Your acceptance of the terms of this License.</p><p></p><p><strong>4. Grant and Consideration:</strong> In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.</p><p></p><p><strong>5. Representation of Authority to Contribute:</strong> If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.</p><p></p><p><strong>6. Notice of License Copyright:</strong> You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.</p><p></p><p><strong>7. Use of Product Identity:</strong> You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.</p><p></p><p><strong>8. Identification:</strong> If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.</p><p></p><p><strong>9. Updating the License:</strong> Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.</p><p></p><p><strong>10. Copy of this License:</strong> You MUST include a copy of this License with every copy of the Open Game Content You Distribute.</p><p></p><p><strong>11. Use of Contributor Credits:</strong> You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.</p><p></p><p><strong>12. Inability to Comply:</strong> If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.</p><p></p><p><strong>13. Termination:</strong> This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.</p><p></p><p><strong>14. Reformation:</strong> If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.</p><p></p><p><strong>15. <span style="color: #0000ff">COPYRIGHT NOTICE:</span></strong></p><p></p><p><strong>Open Game License v 1.0</strong> Copyright 2000, Wizards of the Coast, Inc.</p><p></p><p><strong>System Reference Document (SRD)</strong> Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson.</p><p></p><p><strong>Modern System Reference Document</strong> Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker.</p><p></p><p><strong>OTTER System Core Rules</strong> Copyright 2015-2018, OTTER Entertainment, LLC.; Author: Christopher A. Altnau, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, and James Wyatt.</p><p>[/spoiler]</p></blockquote><p></p>
[QUOTE="Tellerian Hawke, post: 7373838, member: 6790669"] [b]OTTER Revision of Dispel Magic[/b] [SIZE=4][B]Dispel Magic[/B][/SIZE] [B]Abjuration[/B] [B]Level:[/B] Brd 3, Clr 3, Drd 4, Magic 3, Pal 3, Sor/Wiz 3 [B]Components:[/B] V, S [B]Casting Time:[/B] 1 standard action [B]Range:[/B] Medium (100 ft. + 10 ft./level) [B]Target or Area:[/B] One spellcaster, creature, spell being cast (counterspell), existing spell effect (targeted dispel), or object; or 20-ft.-radius burst [B]Duration:[/B] Instantaneous [B]Saving Throw:[/B] None [B]Spell Resistance:[/B] No You can use dispel magic to end ongoing spells that have been cast on a creature or object, to temporarily suppress the magical abilities of a magic item, to end ongoing spells (or at least their effects) within an area, or to counter another spellcaster’s spell. A dispelled spell ends as if its duration had expired. Some spells, as detailed in their descriptions, can’t be defeated by dispel magic. Dispel magic can dispel (but not counter) spell-like effects just as it does spells. [B]Note: [/B]The effect of a spell with an instantaneous duration can’t be dispelled, because the magical effect is already over before the dispel magic can take effect. You choose to use dispel magic in one of three ways: a targeted dispel, an area dispel, or a counterspell: [B][U]Targeted Dispel[/U][/B] One object, creature, or existing spell effect is the target of the dispel magic spell. You make a dispel check (1d20 + your caster level, maximum +10) against the existing spell effect or against each ongoing spell currently in effect on the object or creature. The DC for this dispel check is 11 + the spell’s caster level. If you succeed on a particular check, that spell is dispelled; if you fail, that spell remains in effect. [B][COLOR="#0000FF"]Examples of "existing spell effects" include things like:[/COLOR][/B] an area of mud created by the [B][I]Transmute Rock To Mud [/I][/B]spell, or a magical barrier such as [B][I]Wall of Force[/I][/B], or the area of mist created by the [B][I]Grave Mist[/I][/B] spell, or the area of sticky strands created by the [B][I]Web[/I][/B] spell. If you target an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning), you make a dispel check to end the spell that conjured the object or creature. If the object that you target is a magic item, you make a dispel check against the item’s caster level. If you succeed, all the item’s magical properties are suppressed for 1d4 rounds, after which the item recovers on its own. A suppressed item becomes nonmagical for the duration of the effect. An interdimensional interface (such as a bag of holding) is temporarily closed. A magic item’s physical properties are unchanged: A suppressed magic sword is still a sword (a masterwork sword, in fact). Artifacts and deities are unaffected by mortal magic such as this. You automatically succeed on your dispel check against any spell that you cast yourself. [B][U]Area Dispel[/U][/B] When dispel magic is used in this way, the spell affects everything within a 20-foot radius. For each creature within the area that is the subject of one or more spells, you make a dispel check against the spell with the highest caster level. If that check fails, you make dispel checks against progressively weaker spells until you dispel one spell (which discharges the dispel magic spell so far as that target is concerned) or until you fail all your checks. The creature’s magic items are not affected. For each object within the area that is the target of one or more spells, you make dispel checks as with creatures. Magic items are not affected by an area dispel. For each ongoing area or effect spell whose point of origin is within the area of the dispel magic spell, you can make a dispel check to dispel the spell. For each ongoing spell whose area overlaps that of the dispel magic spell, you can make a dispel check to end the effect, but only within the overlapping area. If an object or creature that is the effect of an ongoing spell (such as a monster summoned by monster summoning) is in the area, you can make a dispel check to end the spell that conjured that object or creature (returning it whence it came) in addition to attempting to dispel spells targeting the creature or object. You may choose to automatically succeed on dispel checks against any spell that you have cast. [B][U]Counterspell[/U][/B] When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell. [spoiler=OGL License] [U][B]OPEN GAME LICENSE Version 1.0a[/B][/U] The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc (“Wizards”). All Rights Reserved. [B]1. Definitions:[/B] (a)”Contributors” means the copyright and/or trademark owners who have contributed Open Game Content; (b)”Derivative Material” means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) “Distribute” means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)”Open Game Content” means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) “Product Identity” means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) “Trademark” means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) “Use”, “Used” or “Using” means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) “You” or “Your” means the licensee in terms of this agreement. [B]2. The License:[/B] This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License. [B]3. Offer and Acceptance:[/B] By Using the Open Game Content You indicate Your acceptance of the terms of this License. [B]4. Grant and Consideration:[/B] In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content. [B]5. Representation of Authority to Contribute:[/B] If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License. [B]6. Notice of License Copyright:[/B] You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder’s name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute. [B]7. Use of Product Identity:[/B] You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity. [B]8. Identification:[/B] If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content. [B]9. Updating the License:[/B] Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License. [B]10. Copy of this License:[/B] You MUST include a copy of this License with every copy of the Open Game Content You Distribute. [B]11. Use of Contributor Credits:[/B] You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so. [B]12. Inability to Comply:[/B] If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected. [B]13. Termination:[/B] This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License. [B]14. Reformation:[/B] If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable. [B]15. [COLOR=#0000ff]COPYRIGHT NOTICE:[/COLOR][/B] [B]Open Game License v 1.0[/B] Copyright 2000, Wizards of the Coast, Inc. [B]System Reference Document (SRD)[/B] Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson. [B]Modern System Reference Document[/B] Copyright 2002-2004, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, Eric Cagle, David Noonan, Stan!, Christopher Perkins, Rodney Thompson, and JD Wiker, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Wiker. [B]OTTER System Core Rules[/B] Copyright 2015-2018, OTTER Entertainment, LLC.; Author: Christopher A. Altnau, based on material by Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, and James Wyatt. [/spoiler] [/QUOTE]
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Greyhawk: The Golden Era CY 963 -- RESTORED BACKGROUND INFO THREAD
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