Dispel Magic

Go go useless pedantry.

Ok, it's not automatic. It still has to get through the save. Satisfied?

It's like Celebrim complaining that this isn't really "editing". Meaningless hair splitting that has no real value as a criticism.
 

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Actually, there is another ability that could be affected by Dispel Magic: the pit fiend's Infernal Summons (a Conjuration).

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)​
Which raises the question: does a Dispel Magic get rid of all summoned creatures within range, or only one?
 
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FireLance said:
Which raises the question: does a Dispel Magic get rid of all summoned creatures within range, or only one?

Ideally one asks this question in a Clint Eastwood voice, right before casting the spell.
 

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 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? ;)

I'd say: they all go away. The power is dispelled, right?

Nice effect, and might explain why it is a daily.
"Dispel Magic: If you really want to ruin a Pit Fiends day"

Edit:
Hit: The conjuration or the zone is destroyed. All its effects end, including those that normally last until a target saves.
All effects end. All creatures go away.. By by, Pit Fiend Allies. Be happy, no exploding for you today!
 
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hong said:
... that they fixed dispel magic?

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.
 

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.

My last group had a pc who could have detect magic on all day and could also dispel magic at will - magic traps were useless. :\
 

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.
It's basically a way of removing persistent encounter effects. Nothing wrong with that.
 

Lets think of all the different things there are to dispel.

1. Persistent "zone" effects. Ie, magical pools of acid, walls of ice, etc. Solution: Dispel Magic.

2. Summoned monsters and summoned magical effects. Summoned demons, Bigby's fist. Solution: Dispel Magic.

3. Debuffs and ongoing magical effects which hurt your allies. Poison, anything with "save ends." Solution: Cleric power that grants a new save, other effects which grant or improve saves.

4. Spells as they are cast. This is your 3e counterspelling. Solution: Unknown. Perhaps a spell that's actually called "counterspell." That would probably save time.

5. Buffing spells active on an enemy. Invisibility, Mirror Image. This gets harder. Some of these require that the caster maintain them with a minor action. Anything that prevents the caster from using a minor action would end these effects, so you don't necessarily need a spellcaster to pull this off. A martial attack that stuns the target would probably get the job done. Others don't require maintenance. We don't know what ends them, if anything.

There's a general pattern here. If a spell created something, the spell to make that something go away is Dispel Magic.
 

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