D&D 3E/3.5 3.5 Daze Question

ThaDium

First Post
I'm sending my players up against a Sea Hag. If she manages to daze one of them, what options do they have to remove the condition?

I've been poking through spell lists, but haven't found anything yet.

Thanks,
ThaDium
 

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Freedom of movement does not apply to daze.

As for the other options, those are only if the character is built with them and they're not basic choices. I'm looking for options that come form the PHB.

Thanks for the ideas, thought.

ThaDium
 

Why not?

Freedom of movement does not apply to daze.

As for the other options, those are only if the character is built with them and they're not basic choices. I'm looking for options that come form the PHB.

Thanks for the ideas, thought.

ThaDium

FoM
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, such as paralysis, solid fog, slow, and web.

Dazed
The creature is unable to act normally.
 

The description for the hag's Evil Eye specifically mentions remove curse and dispel evil.
I'd guess that break enchantment might work, as well.
 
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On top of what [MENTION=75712]Theo R Cwithin[/MENTION] already said, immunity to fear effects makes you immune to the Sea Hag's Evil Eye ability. So Paladins would be outright immune, while others would probably need to invest more or less heavily - Heroes' Feast does the trick, for example.


Iron Heart Surge won't work, since you'd need to take an action to activate it... which is impossible when dazed.

Favor of the Martyr (Paladin 4) is the only spell I know of that specifically grants immunity to daze.

Quick Recovery (from Lords of Madness) is a Feat that allows recovery from daze and stun on your next turn, which costs you a move action on that turn if you successfully make a reasonable save.

Freedom of Movement might or might not do it. I'm inclined to say it will prevent daze effects from affecting you - for its duration.
 


Thanks guys.

I tend to think the spirit of Freedom of Movement is physical, not psychological. So, for my game, I wouldn't allow it. I see where you guys view it as an option, though. Maybe I'd let it do something if cast in advance...

Break Enchantment seems like a good option, though.

Again, thanks for the ideas and help. I appreciate it and I'm likely to post more questions like this. My goal for my current campaign is to use every monster in the MM. As a result, I'm encountering a lot of beasts I've never run before.

-ThaDium
 

Despair (Su)
At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.
 

Despair (Su)
At the mere sight of a mummy, the viewer must succeed on a DC 16 Will save or be paralyzed with fear for 1d4 rounds. Whether or not the save is successful, that creature cannot be affected again by the same mummy’s despair ability for 24 hours. The save DC is Charisma-based.

Huh? I don't get it.
 

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