Which raises the question: does a Dispel Magic get rid of all summoned creatures within range, or only one?Infernal Summons (standard; encounter) • Conjuration
The pit fiend summons a group of devil allies. Summoned devils roll initiative to determine when they act in the initiative order and gain a +4 bonus to attack rolls as long as the pit fiend is alive. They remain until they are killed, dismissed by the pit fiend (free action), or the encounter ends. PCs do not earn experience points for killing these summoned creatures. The pit fiend chooses to summon one of the following groups of devils:
• 8 legion devil legionnaires (level 21), or
• 2 war devils (level 22), or
• 1 war devil (level 22) and 4 legion devil legionnaires (level 21)
FireLance said:Which raises the question: does a Dispel Magic get rid of all summoned creatures within range, or only one?
I would say all creatures within range.FireLance said:Actually, there is another ability that could be affected by Dispel Magic: the pit fiend's Infernal Summons (a Conjuration).
Which raises the question: does a Dispel Magic get rid of all summoned creatures within range, or only one?
I just had a deja-vu. Isn't this an age-old discussion with 3E Dispel Magic and Summon Monster?FireLance said:Actually, there is another ability that could be affected by Dispel Magic: the pit fiend's Infernal Summons (a Conjuration).
Which raises the question: does a Dispel Magic get rid of all summoned creatures within range, or only one?
All effects end. All creatures go away.. By by, Pit Fiend Allies. Be happy, no exploding for you today!Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
hong said:... that they fixed dispel magic?
Leatherhead said:I don't understand how this is a bad thing. Isn't 4th edition supposed to let groups share the spotlight a little? Even in 3.x dispelling a magic trap wasn't an ideal situation; you have to make a caster level check and then the trap is only nonoperational for a measly 1d4 rounds. Using a rogue would almost always be superior, unless you were pressed for time.
It's basically a way of removing persistent encounter effects. Nothing wrong with that.Wulf Ratbane said:They could have just removed it from the game. "Fixed."
For getting rid of more "story based" magic effects, just make Dispel Magic a Ritual.
In 3.5 speak, that means increase the casting time to 10 minutes. Fixed!
In fact I like that much better. I'd rather not have Dispel Magic as an "encounter" option at all.