How long does Pin last?

Coredump said:
So, you are asserting that you can cast a spell, while grappled, or even attack, you can't use a Supernatural nor spell-like ability?

Yes. Hyp's assertion is that Grappling is similar in power to Antimagic Field with the exception that you can still cast spells without somatic components while grappling.

The way to stop a Beholder is to Grapple it. :lol:

And since Beholders have such low Grapples for their CR, PCs can kick a single Beholder's butt every single time. :D

Coredump said:
As for lists, the 'list' of what can be done while pinned is only 2. Bread with grapple, break with Escape artist.
Talking is implied, but not listed. Casting a spell is *not* listed.

It is mentioned (erroneously??) in the text under Cast a Spell, but it is not listed under If Your Pinned.... Is it an error that it was left out? Or is it an error that pinned was listed under casting? Either way, there seems to be an inconsistency.

Not erroneously.

It adds it there under actions that can be done while grappling.

It is also in the Concentration Skill description.
 

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This means that you cannot do a Cure Light Wounds on an unconscious Drow without first making the spell resistance roll.

Actually, you can't. From the PHB (pg 177) "A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless." (Emphasis mine.) An unconcious critter with SR is just boned. They can't take a standard action to lower the SR, and they can't be healed without doing so. You don't get to make an SR check to cast harmless spells on creatures with SR. Somehow, SR works better against spells meant to help you than against spells meant to kill you.
 


No, because it must be lowered to accept a harmless spell. If a creature with SR is unconcious on the ground, his friend the cleric has no chance to cure him. It is simply impossible. He doesn't get a roll vs SR to get the cure through. If his enemy decides to fireball him, however, the enemy does get an SR roll. Assuming appropriate level casters and average SR, the SR is 100% effective against cure spells and 50% effective against attack spells. It's a silly rule, and one that is both likely to be house ruled and almost certainly not what the designers intended, but it is the rule. (I can't imagine that the designers intended that any creature with SR who fell unconcious should be incapable of receiving magical healing.)
 

Wish said:
No, because it must be lowered to accept a harmless spell. If a creature with SR is unconcious on the ground, his friend the cleric has no chance to cure him. It is simply impossible. He doesn't get a roll vs SR to get the cure through. If his enemy decides to fireball him, however, the enemy does get an SR roll. Assuming appropriate level casters and average SR, the SR is 100% effective against cure spells and 50% effective against attack spells. It's a silly rule, and one that is both likely to be house ruled and almost certainly not what the designers intended, but it is the rule. (I can't imagine that the designers intended that any creature with SR who fell unconcious should be incapable of receiving magical healing.)

I don't understand why you think that SR is any different between cure spells and attack spells.

Your PC 10th level Cleric attempting to cure the SR 19 PC 8th level Drow (remember, +2 levels for being a Drow) has to roll a 9 on the Spell Resistance. The SR does not have to be lowered to accept harmless spells, it just might often be lowered for that reason.
 

Hypersmurf said:
Can I load a heavy crossbow while grappling? Can I ready a shield? Can I light a torch? Retrieve a potion from my backpack?
Well, I have my own answers but what does your own reasonable judgment would say to your own questions?
 

Actually I think it depends on the spell itself. For instance the text under Cure Light Wounds describes when SR can be used (for undead).

Compared to say Remove Fear (also harmless) that has no such text - so the rules for SR and harmless spells applies to Remove Fear without modification.


SPELL RESISTANCE
Spell resistance is the extraordinary ability to avoid being affected by spells. (Some spells also grant spell resistance.)

To affect a creature that has spell resistance, a spellcaster must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance. (The defender’s spell resistance is like an Armor Class against magical attacks.) If the caster fails the check, the spell doesn’t affect the creature. The possessor does not have to do anything special to use spell resistance. The creature need not even be aware of the threat for its spell resistance to operate.

Only spells and spell-like abilities are subject to spell resistance. Extraordinary and supernatural abilities (including enhancement bonuses on magic weapons) are not. A creature can have some abilities that are subject to spell resistance and some that are not. Even some spells ignore spell resistance; see When Spell Resistance Applies, below.

A creature can voluntarily lower its spell resistance. Doing so is a standard action that does not provoke an attack of opportunity. Once a creature lowers its resistance, it remains down until the creature’s next turn. At the beginning of the creature’s next turn, the creature’s spell resistance automatically returns unless the creature intentionally keeps it down (also a standard action that does not provoke an attack of opportunity).

A creature’s spell resistance never interferes with its own spells, items, or abilities.

A creature with spell resistance cannot impart this power to others by touching them or standing in their midst. Only the rarest of creatures and a few magic items have the ability to bestow spell resistance upon another.

Spell resistance does not stack. It overlaps.

When Spell Resistance Applies
Each spell includes an entry that indicates whether spell resistance applies to the spell. In general, whether spell resistance applies depends on what the spell does:

Targeted Spells: Spell resistance applies if the spell is targeted at the creature. Some individually targeted spells can be directed at several creatures simultaneously. In such cases, a creature’s spell resistance applies only to the portion of the spell actually targeted at that creature. If several different resistant creatures are subjected to such a spell, each checks its spell resistance separately.

Area Spells: Spell resistance applies if the resistant creature is within the spell’s area. It protects the resistant creature without affecting the spell itself.

Effect Spells: Most effect spells summon or create something and are not subject to spell resistance. Sometimes, however, spell resistance applies to effect spells, usually to those that act upon a creature more or less directly, such as web.

Spell resistance can protect a creature from a spell that’s already been cast. Check spell resistance when the creature is first affected by the spell.

Check spell resistance only once for any particular casting of a spell or use of a spell-like ability. If spell resistance fails the first time, it fails each time the creature encounters that same casting of the spell. Likewise, if the spell resistance succeeds the first time, it always succeeds. If the creature has voluntarily lowered its spell resistance and is then subjected to a spell, the creature still has a single chance to resist that spell later, when its spell resistance is up.

Spell resistance has no effect unless the energy created or released by the spell actually goes to work on the resistant creature’s mind or body. If the spell acts on anything else and the creature is affected as a consequence, no roll is required. Creatures can be harmed by a spell without being directly affected.

Spell resistance does not apply if an effect fools the creature’s senses or reveals something about the creature.

Magic actually has to be working for spell resistance to apply. Spells that have instantaneous durations but lasting results aren’t subject to spell resistance unless the resistant creature is exposed to the spell the instant it is cast.

When in doubt about whether a spell’s effect is direct or indirect, consider the spell’s school:

Abjuration: The target creature must be harmed, changed, or restricted in some manner for spell resistance to apply. Perception changes aren’t subject to spell resistance.

Abjurations that block or negate attacks are not subject to an attacker’s spell resistance—it is the protected creature that is affected by the spell (becoming immune or resistant to the attack).

Conjuration: These spells are usually not subject to spell resistance unless the spell conjures some form of energy. Spells that summon creatures or produce effects that function like creatures are not subject to spell resistance.

Divination: These spells do not affect creatures directly and are not subject to spell resistance, even though what they reveal about a creature might be very damaging.

Enchantment: Since enchantment spells affect creatures’ minds, they are typically subject to spell resistance.

Evocation: If an evocation spell deals damage to the creature, it has a direct effect. If the spell damages something else, it has an indirect effect.

Illusion: These spells are almost never subject to spell resistance. Illusions that entail a direct attack are exceptions.

Necromancy: Most of these spells alter the target creature’s life force and are subject to spell resistance. Unusual necromancy spells that don’t affect other creatures directly are not subject to spell resistance.

Transmutation: These spells are subject to spell resistance if they transform the target creature. Transmutation spells are not subject to spell resistance if they are targeted on a point in space instead of on a creature. Some transmutations make objects harmful (or more harmful), such as magic stone. Even these spells are not generally subject to spell resistance because they affect the objects, not the creatures against which the objects are used. Spell resistance works against magic stone only if the creature with spell resistance is holding the stones when the cleric casts magic stone on them.

Successful Spell Resistance
Spell resistance prevents a spell or a spell-like ability from affecting or harming the resistant creature, but it never removes a magical effect from another creature or negates a spell’s effect on another creature. Spell resistance prevents a spell from disrupting another spell.

Against an ongoing spell that has already been cast, a failed check against spell resistance allows the resistant creature to ignore any effect the spell might have. The magic continues to affect others normally.

SPELL RESISTANCE
Spell resistance is a special defensive ability. If your spell is being resisted by a creature with spell resistance, you must make a caster level check (1d20 + caster level) at least equal to the creature’s spell resistance for the spell to affect that creature. The defender’s spell resistance is like an Armor Class against magical attacks. Include any adjustments to your caster level to this caster level check.

The Spell Resistance entry and the descriptive text of a spell description tell you whether spell resistance protects creatures from the spell. In many cases, spell resistance applies only when a resistant creature is targeted by the spell, not when a resistant creature encounters a spell that is already in place.

The terms “object” and “harmless” mean the same thing for spell resistance as they do for saving throws. A creature with spell resistance must voluntarily lower the resistance (a standard action) in order to be affected by a spell noted as harmless. In such a case, you do not need to make the caster level check described above.

(harmless): The spell is usually beneficial, not harmful, but a targeted creature can attempt a saving throw if it desires.

Cure Light Wounds
Conjuration (Healing)
Level: Brd 1, Clr 1, Drd 1, Healing 1, Pal 1, Rgr 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: Instantaneous
Saving Throw: Will half (harmless); see text
Spell Resistance: Yes (harmless); see text
When laying your hand upon a living creature, you channel positive energy that cures 1d8 points of damage +1 point per caster level (maximum +5).

Since undead are powered by negative energy, this spell deals damage to them instead of curing their wounds. An undead creature can apply spell resistance, and can attempt a Will save to take half damage.

Remove Fear
Abjuration
Level: Brd 1, Clr 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Targets: One creature plus one additional creature per four levels, no two of which can be more than 30 ft. apart
Duration: 10 minutes; see text
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
You instill courage in the subject, granting it a +4 morale bonus against fear effects for 10 minutes. If the subject is under the influence of a fear effect when receiving the spell, that effect is suppressed for the duration of the spell.

Remove fear counters and dispels cause fear.
 
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