Hiya folks,
A player in my game has asked me to take a look at these spells and make a ruling on how I want to handle them.
The first one (Apparent Master) is from the "Guardians of Dragonfall" Paizo adventure and the second one (Malfunction), comes from "Ultimate Magic".
As the player rightly points out, these spells shouldnt actually be able to affect constructs (not to mention that "Malfunction" apparently comes from the non-existent "Transformation" school, presumably a typo).
Have you experienced these spells in your games and, if so, how did you handle them? If you didnt experience these spells in your game before, also, how would you handle them?
I'm thinking of suggesting that we take the spells at face value and say that they, as exceptions, DO affect constructs, with the stated Saving Throw and SR (if applicable) as given in the spell text. I'm just a little baffled as to why the writers of the scenario and rulebook didnt explicitly state that these spells override the usual rules as regards Construct Immunities.
Here are the spells in question:
Apparent Master
[TABLE="class: MsoNormalTable, width: 100%"][TR][TD="bgcolor: transparent"]School enchantment; Level bard 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range Close (25 ft. +5 ft./2 levels)
Target One construct; see text
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance Yes
[/TD][TD="bgcolor: transparent"][/TD][/TR][/TABLE]DESCRIPTION
This charm makes a construct regard you as its master. The spell only affects mindless constructs that are attuned to the commands of a master, such as animated objects, golems, retrievers, and shield guardians. All constructs with Intelligence scores, even those that explicitly follow the commands of their creator, such as an homunculus, are unaffected. If the construct is currently being threatened or attacked by you or your allies it receives a +5 bonus on its saving throw.
The spell enables you to control the construct completely, with the sole exception that commands directly resulting in damage break the spell. Any act by you or your apparent allies that damages the construct also breaks the spell. You can communicate your commands in any spoken language. The construct reverts to obeying the last commands given by its true master when the spell’s duration expires. If the construct’s true master attempts to command a construct affected by apparent master, you must win an opposed Charisma check for the construct to continue to follow your commands. Failing this check breaks the spell.Malfunction
Malfunction
School transformation; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area one construct
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This functions as confusion, except it only affects constructs, and instead of babbling incoherently, the construct takes no actions on its turn (but may still make attacks of opportunity).
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Your opinions please,
Thanks,
Bruns.
A player in my game has asked me to take a look at these spells and make a ruling on how I want to handle them.
The first one (Apparent Master) is from the "Guardians of Dragonfall" Paizo adventure and the second one (Malfunction), comes from "Ultimate Magic".
As the player rightly points out, these spells shouldnt actually be able to affect constructs (not to mention that "Malfunction" apparently comes from the non-existent "Transformation" school, presumably a typo).
Have you experienced these spells in your games and, if so, how did you handle them? If you didnt experience these spells in your game before, also, how would you handle them?
I'm thinking of suggesting that we take the spells at face value and say that they, as exceptions, DO affect constructs, with the stated Saving Throw and SR (if applicable) as given in the spell text. I'm just a little baffled as to why the writers of the scenario and rulebook didnt explicitly state that these spells override the usual rules as regards Construct Immunities.
Here are the spells in question:
Apparent Master
[TABLE="class: MsoNormalTable, width: 100%"][TR][TD="bgcolor: transparent"]School enchantment; Level bard 4, sorcerer/wizard 5
Casting Time 1 standard action
Components V, S
Range Close (25 ft. +5 ft./2 levels)
Target One construct; see text
Duration 1 hour/level
Saving Throw Will negates; Spell Resistance Yes
[/TD][TD="bgcolor: transparent"][/TD][/TR][/TABLE]DESCRIPTION
This charm makes a construct regard you as its master. The spell only affects mindless constructs that are attuned to the commands of a master, such as animated objects, golems, retrievers, and shield guardians. All constructs with Intelligence scores, even those that explicitly follow the commands of their creator, such as an homunculus, are unaffected. If the construct is currently being threatened or attacked by you or your allies it receives a +5 bonus on its saving throw.
The spell enables you to control the construct completely, with the sole exception that commands directly resulting in damage break the spell. Any act by you or your apparent allies that damages the construct also breaks the spell. You can communicate your commands in any spoken language. The construct reverts to obeying the last commands given by its true master when the spell’s duration expires. If the construct’s true master attempts to command a construct affected by apparent master, you must win an opposed Charisma check for the construct to continue to follow your commands. Failing this check breaks the spell.Malfunction
Malfunction
School transformation; Level sorcerer/wizard 4
Casting Time 1 standard action
Components V, S
Range close (25 ft. + 5 ft./2 levels)
Area one construct
Duration 1 round/level (D)
Saving Throw Fortitude negates; Spell Resistance yes
This functions as confusion, except it only affects constructs, and instead of babbling incoherently, the construct takes no actions on its turn (but may still make attacks of opportunity).
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Your opinions please,
Thanks,
Bruns.
