Heroes, Inc. : Rasheman

kirinke said:
Oh. Ok. First heal Murdock of his blindness, then cast flame strike on the wizards. (remember, she gets two attacks a round)

Not two spells though. It doesn't work like that. Where do you think you are getting a second spell from?
 

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DM_Matt said:
Nope, forcecage blocks dimensional travel. Its a very nasty spell.

OOC:

It does?

From the SRD:

Forcecage
Evocation [Force]
Level: Sor/Wiz 7
Components: V, S, M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Area: Barred cage (20-ft. cube) or windowless cell (10-ft. cube)
Duration: 2 hours/level (D)
Saving Throw: None
Spell Resistance: No
This powerful spell brings into being an immobile, invisible cubical prison composed of either bars of force or solid walls of force (your choice).
Creatures within the area are caught and contained unless they are too big to fit inside, in which case the spell automatically fails. Teleportation and other forms of astral travel provide a means of escape, but the force walls or bars extend into the Ethereal Plane, blocking ethereal travel.
Like a wall of force spell, a forcecage resists dispel magic, but it is vulnerable to a disintegrate spell, and it can be destroyed by a sphere of annihilation or a rod of cancellation.
Barred Cage: This version of the spell produces a 20-foot cube made of bands of force (similar to a wall of force spell) for bars. The bands are a half-inch wide, with half-inch gaps between them. Any creature capable of passing through such a small space can escape; others are confined. You can’t attack a creature in a barred cage with a weapon unless the weapon can fit between the gaps. Even against such weapons (including arrows and similar ranged attacks), a creature in the barred cage has cover. All spells and breath weapons can pass through the gaps in the bars.
Windowless Cell: This version of the spell produces a 10-foot cube with no way in and no way out. Solid walls of force form its six sides.
Material Component: Ruby dust worth 1,500 gp, which is tossed into the air and disappears when you cast the spell.


Dimension Door
Conjuration (Teleportation)
Level: Brd 4, Sor/Wiz 4, Travel 4
Components: V
Casting Time: 1 standard action
Range: Long (400 ft. + 40 ft./level)
Target: You and touched objects or other touched willing creatures
Duration: Instantaneous
Saving Throw: None and Will negates (object)
Spell Resistance: No and Yes (object)
You instantly transfer yourself from your current location to any other spot within range. You always arrive at exactly the spot desired—whether by simply visualizing the area or by stating direction. After using this spell, you can’t take any other actions until your next turn. You can bring along objects as long as their weight doesn’t exceed your maximum load. You may also bring one additional willing Medium or smaller creature (carrying gear or objects up to its maximum load) or its equivalent per three caster levels. A Large creature counts as two Medium creatures, a Huge creature counts as two Large creatures, and so forth. All creatures to be transported must be in contact with one another, and at least one of those creatures must be in contact with you.
If you arrive in a place that is already occupied by a solid body, you and each creature traveling with you take 1d6 points of damage and are shunted to a random open space on a suitable surface within 100 feet of the intended location.
If there is no free space within 100 feet, you and each creature traveling with you take an additional 2d6 points of damage and are shunted to a free space within 1,000 feet. If there is no free space within 1,000 feet, you and each creature travelling with you take an additional 4d6 points of damage and the spell simply fails.

So does it work or doesn't it?

Hawkeye
 

DM_Matt said:
Everyone is behind the cart of prisoners now, or a little next to it. It will be hard to catch multiples, except an area attack could hit both wizards, since shanos prison would protect him.

OOC: So would Shando's SR (except against the enemy it appears or are you forgetting it?), evasion and reflex saves. ;)

Hawkeye
 


Hawkeye said:
OOC: So would Shando's SR (except against the enemy it appears or are you forgetting it?), evasion and reflex saves. ;)

Hawkeye

Forcecage is no SR. It does not affect you, it conjures soomething located in such a fashion as to seriously inconvenience you. Those other things would probably protect you, but the forcecage (solid, not cage form) definately will. NOTHING can bypass it, and only a disintegrate or an anti-magic field (temporary solution) can bring it down before its duration ends.
 


DM_Matt said:
Forcecage is no SR. It does not affect you, it conjures soomething located in such a fashion as to seriously inconvenience you. Those other things would probably protect you, but the forcecage (solid, not cage form) definately will. NOTHING can bypass it, and only a disintegrate or an anti-magic field (temporary solution) can bring it down before its duration ends.

Actually I was referring to earlier spells, not the Forcecage. The spell description contradicts itself. The overall description says teleport will work (look a the section I bolded), but it is your game and I will abide by your decision.

Hawkeye
 

kirinke said:
Ahh. Alright. First heal murdoch, then shoot one of the wizards. :) Work now?

Don't waste your spell, Murdoch can devour magic on the spell. Cast something nasty to make them sweat.

Also, DM, please remember that Murdoch gets bonus HP's from devouring spells (so he should have an extra 40 from helping Barnak in the prevoious round).

So, Murdoch will devour magic on the blindness currently affecting him. If this doesn;t work, he'll use the second charge of his rod of quicken magic to use it again that round. If it works the first time around, he'll stand ready to use the quickened devour magic on a subsequent spell cast on him.
 

Steve Gorak said:
Don't waste your spell, Murdoch can devour magic on the spell. Cast something nasty to make them sweat.

Also, DM, please remember that Murdoch gets bonus HP's from devouring spells (so he should have an extra 40 from helping Barnak in the prevoious round).

So, Murdoch will devour magic on the blindness currently affecting him. If this doesn;t work, he'll use the second charge of his rod of quicken magic to use it again that round. If it works the first time around, he'll stand ready to use the quickened devour magic on a subsequent spell cast on him.

Yes, I know he has the extra 40. And yes, he does not in fact need to see to target himself.
 

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