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Converting Planescape monsters
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<blockquote data-quote="Cleon" data-source="post: 9155800" data-attributes="member: 57383"><p>After reading the spell description I wasn't sure if it was necessary.</p><p></p><p>Following the RAW, wouldn't <em>repel metal or stone</em> just affect a modronoid as if it were a metal or metal-armored object of its weight? Thus if modronoids weigh more than 500 pounds the spell does nothing, but if they weigh less than it automatically (no save or resistance) pushes them away at the rate of 40 feet per round.</p><p></p><p style="margin-left: 20px">The spell <em>repel metal or stone</em> pushes a modronoid away from the caster at the rate of 40 feet per round.</p><p></p><p>My original idea, however, was to treat <em>repel metal</em> as affecting modronoids like a hurricane force wind.</p><p></p><p>Which would be:</p><p></p><p style="margin-left: 20px">The spell <em>repel metal or stone</em> pushes a modronoid away from the caster as if it were a hurricane force wind that uses the caster's spell DC for its Fortitude saving throws. See the Weather rules for Powerful Storms for the wind effects of a hurricane.</p><p></p><p>I like the "hurricane wind" version as it's a bit more "cinematic" than the standard autopushing effect of <em>repel metal</em>.</p></blockquote><p></p>
[QUOTE="Cleon, post: 9155800, member: 57383"] After reading the spell description I wasn't sure if it was necessary. Following the RAW, wouldn't [i]repel metal or stone[/i] just affect a modronoid as if it were a metal or metal-armored object of its weight? Thus if modronoids weigh more than 500 pounds the spell does nothing, but if they weigh less than it automatically (no save or resistance) pushes them away at the rate of 40 feet per round. [INDENT]The spell [i]repel metal or stone[/i] pushes a modronoid away from the caster at the rate of 40 feet per round.[/INDENT] My original idea, however, was to treat [i]repel metal[/i] as affecting modronoids like a hurricane force wind. Which would be: [INDENT]The spell [i]repel metal or stone[/i] pushes a modronoid away from the caster as if it were a hurricane force wind that uses the caster's spell DC for its Fortitude saving throws. See the Weather rules for Powerful Storms for the wind effects of a hurricane.[/INDENT] I like the "hurricane wind" version as it's a bit more "cinematic" than the standard autopushing effect of [i]repel metal[/i]. [/QUOTE]
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