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Buffs and possession
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<blockquote data-quote="Brista" data-source="post: 823414" data-attributes="member: 11332"><p>I don't think it's an odd question</p><p></p><p>Let me explain, I don't want to abuse the rules utterly but I do want to get the best out of my characters</p><p></p><p>Now suppose I, as the party's wizard get buffed up with Bull's Strength, Delay Poison, Spell Immunity - Dispel Magic, Death Ward etc etc.</p><p></p><p>I then cast Magic Jar. Better still an Enlarged one. The party then walk slowly around the dungeon carrying my body while I jump into the monsters before we get into encounter range. A group of say 6 Ogres are toast, zero challenge and I could use a survivor to kick off on the next room. The spell lasts a very long time</p><p></p><p>OK, well that's pretty over the top just from a balance of play perspective. It does seem to be permitted by the rules but I wouldn't want to play a fighter where all I do is hang back and let the wizard kill everything</p><p></p><p>A more reasonable use might be to cast it when you know there is a tough fight up ahead. If you can predict the end of scenario big fight, which is a mainstay of most scenarios, and which you often can predict Magic Jar, even unbuffed allows you to devastate your opponent</p><p></p><p>For example, at the end of the Dungeon is an entirely predictable fortified position guarded by two fighters, a cleric, a wizard and a rogue. Do you not see that magic jar, especially paired with Spell Immunity - Dispel Magic would allow the party to defeat an encounter at minimal risk? Even an overwhelming one?</p><p></p><p>Lastly there is the issue of long term buffs. Possessing the other party members and giving each one Permanent Darkvision, Protection from Arrows and See Invisibility? Not to mention other, researchable permanency applications</p><p></p><p>The psionic version Incarnate is less restricted and not easily dispelled. Possessing the party monk and incarnating psionic buffs would create an unbelievably high-powered character</p><p></p><p>As a player I am interested in what other people see as acceptable boundaries for what look like campaign-breaking power-ups</p><p></p><p>As a GM I am interested firstly to know if this is covered by something in the books I may have missed and secondly to know if anyone has had this come up and how they have dealt with it</p><p></p><p>Lastly is there any list anywhere that defines the rather vague "you can research other spells to see if they work with Permanency" in the spell description?</p></blockquote><p></p>
[QUOTE="Brista, post: 823414, member: 11332"] I don't think it's an odd question Let me explain, I don't want to abuse the rules utterly but I do want to get the best out of my characters Now suppose I, as the party's wizard get buffed up with Bull's Strength, Delay Poison, Spell Immunity - Dispel Magic, Death Ward etc etc. I then cast Magic Jar. Better still an Enlarged one. The party then walk slowly around the dungeon carrying my body while I jump into the monsters before we get into encounter range. A group of say 6 Ogres are toast, zero challenge and I could use a survivor to kick off on the next room. The spell lasts a very long time OK, well that's pretty over the top just from a balance of play perspective. It does seem to be permitted by the rules but I wouldn't want to play a fighter where all I do is hang back and let the wizard kill everything A more reasonable use might be to cast it when you know there is a tough fight up ahead. If you can predict the end of scenario big fight, which is a mainstay of most scenarios, and which you often can predict Magic Jar, even unbuffed allows you to devastate your opponent For example, at the end of the Dungeon is an entirely predictable fortified position guarded by two fighters, a cleric, a wizard and a rogue. Do you not see that magic jar, especially paired with Spell Immunity - Dispel Magic would allow the party to defeat an encounter at minimal risk? Even an overwhelming one? Lastly there is the issue of long term buffs. Possessing the other party members and giving each one Permanent Darkvision, Protection from Arrows and See Invisibility? Not to mention other, researchable permanency applications The psionic version Incarnate is less restricted and not easily dispelled. Possessing the party monk and incarnating psionic buffs would create an unbelievably high-powered character As a player I am interested in what other people see as acceptable boundaries for what look like campaign-breaking power-ups As a GM I am interested firstly to know if this is covered by something in the books I may have missed and secondly to know if anyone has had this come up and how they have dealt with it Lastly is there any list anywhere that defines the rather vague "you can research other spells to see if they work with Permanency" in the spell description? [/QUOTE]
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