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General Tabletop Discussion
*Dungeons & Dragons
Is there errata for the Nightmare spell PHB p.232
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<blockquote data-quote="Tzarevitch" data-source="post: 62801" data-attributes="member: 1792"><p>I must admit, I partially agree with DocMoriartty about the spell. It isn't nearly as bad as say Shadow Magic, Harm, Haste and Timestop on my list of trully messed up spells (that's another story) but it does need a minor fix. It needs a range. I absolutely despise spells with unlimited range because they are so easy to abuse. Your foe can sit safely in his home across the planet and keep casting the spell until it works. Unless you can teleport (another pain-in-the-ass spell with unlimited range) there is little you can do about it. Acording to the description you could nail someone on the far end of the universe with this spell and all you really need is to have seen him once. (In my campaign if the spell says you must have seen the target, I require the character to have seen him as he actually appears. If he is in a disguise that you cannot see through, he does not count as having been "seen." )</p><p></p><p>With regard to range, at least if the spell has a reasonable range it forces the caster to put himself in danger by coming close enough to cast the spell (thus giving you a chance to cause him discomfort) or risk the target simply moving out of range. The house rule I plan on using once my present campaign ends and my next one starts is to change "Range: Unlimited" in most spells to "Range: 5 miles per caster level". This measure is targeted specifically at Teleport, Teleport w/o Error, Teleport Circle, Nightmare and Scry. </p><p></p><p>BTW, in my campaign, clerics use Dreamcatchers (new magic item) to prevent attacks on polulated areas from the Plane of Dreams. </p><p></p><p>Tzarevitch</p></blockquote><p></p>
[QUOTE="Tzarevitch, post: 62801, member: 1792"] I must admit, I partially agree with DocMoriartty about the spell. It isn't nearly as bad as say Shadow Magic, Harm, Haste and Timestop on my list of trully messed up spells (that's another story) but it does need a minor fix. It needs a range. I absolutely despise spells with unlimited range because they are so easy to abuse. Your foe can sit safely in his home across the planet and keep casting the spell until it works. Unless you can teleport (another pain-in-the-ass spell with unlimited range) there is little you can do about it. Acording to the description you could nail someone on the far end of the universe with this spell and all you really need is to have seen him once. (In my campaign if the spell says you must have seen the target, I require the character to have seen him as he actually appears. If he is in a disguise that you cannot see through, he does not count as having been "seen." ) With regard to range, at least if the spell has a reasonable range it forces the caster to put himself in danger by coming close enough to cast the spell (thus giving you a chance to cause him discomfort) or risk the target simply moving out of range. The house rule I plan on using once my present campaign ends and my next one starts is to change "Range: Unlimited" in most spells to "Range: 5 miles per caster level". This measure is targeted specifically at Teleport, Teleport w/o Error, Teleport Circle, Nightmare and Scry. BTW, in my campaign, clerics use Dreamcatchers (new magic item) to prevent attacks on polulated areas from the Plane of Dreams. Tzarevitch [/QUOTE]
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Is there errata for the Nightmare spell PHB p.232
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