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Holding the Charge

frodwith said:
The question remains, though; what is the intent of the "six friends" clause on 141? Mass polymorphs can't have been in their head, so that's out the window. What are they trying to say?

That's a good point, what was the intention of these statements? Just irrelevant material that wasn't proofread? or...?

Was there ever a FAQ on this? or Errata?

Vorp
 

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Cintra said:
I've always assumed that rule was for damage-dealing touch spells that allow multiple touches, such as Chill Touch, which lets you target 1 creature per level.
They'd have to be friends. If you target someone with chill touch, they're not really your friend, are they? ;)

Vorput said:
That's a good point, what was the intention of these statements? Just irrelevant material that wasn't proofread? or...?
It could be extra. Game designers will revise a certain mechanic before final publication. It's possible that this mechanic changed slightly. In other words, take out the (presumably new) line about touching multiple friends and it makes sense. It also makes multiply-targeting touch spells harder. Personally, I go with the following interpretations on multiple-targeted (harmless) touch spells. Both are allowed, caster's choice.

1. You can touch any friend near you as part of the casting of the spell.
2. You can hold the charge and touch up to six friends as a full round action (later round most likely).

The first option is typically superior because you can actually target more people and it's all down during the spell (possibly one standard action or less). The second option is not worthless, however. You may cast it and then wait for everyone to gather. This would help avoid an AoO from an approaching enemy or avoid a readied action by an enemy. Consider that you want to teleport everyone out. Cast it and then wait for everyone to gather. If you wait to cast, your teleport could be interrupted by a readied attack or counterspell.

Or, just get rid of option 2. ;)
 

Maybe hold charge extends the casting time of spells with multiple targets. One target, standard action casting, 6 targets a full 6 second round, 12 targets 2 rounds (12 seconds). All opponents could attempt to disrupt on their turns. At the end of all touchs, the caster would pronounce the final word of the spell, activating the effect. Waterbreathing spell needs the # of targets before spell completion to calculate duration.
 
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