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Flame Arrow & Telekinesis Issues: Discuss
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<blockquote data-quote="strongbow" data-source="post: 1651879" data-attributes="member: 2650"><p>TK from the SRD is below. Note that arrows cause damage as daggers of their size, which will be 1d4 for your medium size characters. The spell specifically mentions that you can use arrows with it. Now I ask you if you cast Flame Arrow on some sling stones and used them, you would get the bonus damage. Just b/c the arrows are not fired from a bow doesn't mean that you don't get the damage. Surely you would concede that using TK to propel sling stones is very much like using a sling? The argument that you don't get bonuses b/c the objects are not fired in "their intended manner" is not a good one.</p><p></p><p>A few points to refute your arguments, Primitive Screwhead. First concerning stacking issues, I quote from PH 171-172. (This is the relevant text, I don't know of another in the DMG.</p><p></p><p>"Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually don't stack with themselves...More generally, two bonuses of the same type don't stack even if they come from different spells (or from other effects other than spells; see Bonus Types above.) I will concede that Flame Arrow does not stack with weapon properties such as flaming and shock. I thought that the weapon damage was termed bonus damage as in 3.0, but the sneaky designers changed the weapon properties to extra damage this edition.</p><p></p><p>Second, the spell says it provides extra damage, not bonus damage. Extra damage stacks, for example, when you have a bow with flaming and shock. Bonus damage is different. A +1 bonus to hit is very different from +1 to hit. A +1 bonus to damage is different from +1 extra damage. Bonuses don't stack, but extra damage does. You get two kinds of extra damage with your flaming shock bow: flaming and electrical, on the same ammunition. Named bonuses (I checked guys, the American Heritage Dictionary says the plural of bonus is bonuses <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> ) don't stack, and in most cases neither do unnamed bonuses from the same source. Flame Arrow damage is not a bonus, so the rules on bonus stacking do not apply in total, but rather to the types of damage.</p><p>Third, if your argument were true in reference to spells that deal damage, a twinned spell would not stack because the damage comes from the same source. The same applies to an Energy Admixtured spell, damage of different energy types from one spell would not stack in your view.</p><p>Fourth, I reference DMG p 221 which states "Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons (for example, daggers) can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack." If I stab someone with a +2 arrow, I get +2 to hit and +2 to damage. By logical extention, any other magical properties of weapons/ammunition apply, regardless of how the weapon/ammunition is delivered to its target.</p><p>Sixth, I have not found anywhere in the 3.5 DMG where is says that the flaming and frost weapon properties are incompatible. That was the case in 3.0, but I challenge you to find a direct reference in 3.5. </p><p></p><p></p><p>Telekinesis</p><p>Transmutation</p><p>Level: Sor/Wiz 5</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Long (400 ft. + 40 ft./level)</p><p>Target or Targets: See text</p><p>Duration: Concentration (up to 1 round/ level) or instantaneous; see text</p><p>Saving Throw: Will negates (object) or None; see text</p><p>Spell Resistance: Yes (object); see text</p><p>You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust.</p><p>Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance.</p><p>This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops.</p><p>An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks.</p><p>Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration.</p><p>Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level).</p><p>You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; <strong>note that arrows or bolts deal damage as daggers of their size when used in this manner</strong>). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects).</p><p>Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points).</p></blockquote><p></p>
[QUOTE="strongbow, post: 1651879, member: 2650"] TK from the SRD is below. Note that arrows cause damage as daggers of their size, which will be 1d4 for your medium size characters. The spell specifically mentions that you can use arrows with it. Now I ask you if you cast Flame Arrow on some sling stones and used them, you would get the bonus damage. Just b/c the arrows are not fired from a bow doesn't mean that you don't get the damage. Surely you would concede that using TK to propel sling stones is very much like using a sling? The argument that you don't get bonuses b/c the objects are not fired in "their intended manner" is not a good one. A few points to refute your arguments, Primitive Screwhead. First concerning stacking issues, I quote from PH 171-172. (This is the relevant text, I don't know of another in the DMG. "Spells that provide bonuses or penalties on attack rolls, damage rolls, saving throws, and other attributes usually don't stack with themselves...More generally, two bonuses of the same type don't stack even if they come from different spells (or from other effects other than spells; see Bonus Types above.) I will concede that Flame Arrow does not stack with weapon properties such as flaming and shock. I thought that the weapon damage was termed bonus damage as in 3.0, but the sneaky designers changed the weapon properties to extra damage this edition. Second, the spell says it provides extra damage, not bonus damage. Extra damage stacks, for example, when you have a bow with flaming and shock. Bonus damage is different. A +1 bonus to hit is very different from +1 to hit. A +1 bonus to damage is different from +1 extra damage. Bonuses don't stack, but extra damage does. You get two kinds of extra damage with your flaming shock bow: flaming and electrical, on the same ammunition. Named bonuses (I checked guys, the American Heritage Dictionary says the plural of bonus is bonuses :) ) don't stack, and in most cases neither do unnamed bonuses from the same source. Flame Arrow damage is not a bonus, so the rules on bonus stacking do not apply in total, but rather to the types of damage. Third, if your argument were true in reference to spells that deal damage, a twinned spell would not stack because the damage comes from the same source. The same applies to an Energy Admixtured spell, damage of different energy types from one spell would not stack in your view. Fourth, I reference DMG p 221 which states "Weapons come in two basic categories: melee and ranged. Some of the weapons listed as melee weapons (for example, daggers) can also be used as ranged weapons. In this case, their enhancement bonus applies to either type of attack." If I stab someone with a +2 arrow, I get +2 to hit and +2 to damage. By logical extention, any other magical properties of weapons/ammunition apply, regardless of how the weapon/ammunition is delivered to its target. Sixth, I have not found anywhere in the 3.5 DMG where is says that the flaming and frost weapon properties are incompatible. That was the case in 3.0, but I challenge you to find a direct reference in 3.5. Telekinesis Transmutation Level: Sor/Wiz 5 Components: V, S Casting Time: 1 standard action Range: Long (400 ft. + 40 ft./level) Target or Targets: See text Duration: Concentration (up to 1 round/ level) or instantaneous; see text Saving Throw: Will negates (object) or None; see text Spell Resistance: Yes (object); see text You move objects or creatures by concentrating on them. Depending on the version selected, the spell can provide a gentle, sustained force, perform a variety of combat maneuvers, or exert a single short, violent thrust. Sustained Force: A sustained force moves an object weighing no more than 25 pounds per caster level (maximum 375 pounds at 15th level) up to 20 feet per round. A creature can negate the effect on an object it possesses with a successful Will save or with spell resistance. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. The weight can be moved vertically, horizontally, or in both directions. An object cannot be moved beyond your range. The spell ends if the object is forced beyond the range. If you cease concentration for any reason, the object falls or stops. An object can be telekinetically manipulated as if with one hand. For example, a lever or rope can be pulled, a key can be turned, an object rotated, and so on, if the force required is within the weight limitation. You might even be able to untie simple knots, though delicate activities such as these require Intelligence checks. Combat Maneuver: Alternatively, once per round, you can use telekinesis to perform a bull rush, disarm, grapple (including pin), or trip. Resolve these attempts as normal, except that they don’t provoke attacks of opportunity, you use your caster level in place of your base attack bonus (for disarm and grapple), you use your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer) in place of your Strength or Dexterity modifier, and a failed attempt doesn’t allow a reactive attempt by the target (such as for disarm or trip). No save is allowed against these attempts, but spell resistance applies normally. This version of the spell can last 1 round per caster level, but it ends if you cease concentration. Violent Thrust: Alternatively, the spell energy can be spent in a single round. You can hurl one object or creature per caster level (maximum 15) that are within range and all within 10 feet of each other toward any target within 10 feet per level of all the objects. You can hurl up to a total weight of 25 pounds per caster level (maximum 375 pounds at 15th level). You must succeed on attack rolls (one per creature or object thrown) to hit the target with the items, using your base attack bonus + your Intelligence modifier (if a wizard) or Charisma modifier (if a sorcerer). Weapons cause standard damage (with no Strength bonus; [B]note that arrows or bolts deal damage as daggers of their size when used in this manner[/B]). Other objects cause damage ranging from 1 point per 25 pounds (for less dangerous objects) to 1d6 points of damage per 25 pounds (for hard, dense objects). Creatures who fall within the weight capacity of the spell can be hurled, but they are allowed Will saves (and spell resistance) to negate the effect, as are those whose held possessions are targeted by the spell. If a telekinesed creature is hurled against a solid surface, it takes damage as if it had fallen 10 feet (1d6 points). [/QUOTE]
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