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Planeshift: The 'Other' Save or Die Spell

It's also worth noting that the mindflayer's planeshift I believe is a spell like ability not an actual spell. As a result the concentration DC is much lower.

Do you want to show your working on that one?

I calculate the DC at 22 : 15 + spell level. Mindflayers have spell-like abilities of certain spells "as sorcerers" - Plane Shift is a 7th level spell for a sorcerer.

How do you figure it to be lower?

-Hyp.
 

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It would be reasonable to restrict the mind flayer's planeshift ability to 'self only', I doubt the designer intended it to be a usable instant-kill effect. If the plane shift doesn't require a focus it's not really the plane shift spell IMO.

Personally I give attacks of opportunity for touch attacks anyway, unless you have the improved unarmed attack feat.
 


Hypersmurf said:


Bit harsh on rust monsters and stirges, isn't it?

-Hyp.

Animals usually do have improved unarmed attack with their natural weapons. Stirges:
a) deserve whatever they get
b) provoke an AoO when they fly in to bite anyway (passing through threatened area), so it hardly matters.
 

For a bit of fun, when a target is planeshifted unwillingly, roll randomly to determine the plane they are sent to. Could turn out to be an interesting quest to retrieve the character. We just had this as a result of a prismatic spray (I love that spell - but only as a DM).

As far as the focus is concerned, it is mostly flavor, and is easily house-ruled if you find it annoying.

-Fletch!
 

mkletch said:
For a bit of fun, when a target is planeshifted unwillingly, roll randomly to determine the plane they are sent to. Could turn out to be an interesting quest to retrieve the character. We just had this as a result of a prismatic spray (I love that spell - but only as a DM).

That's a nice idea. :)
 

Hypersmurf said:
Do you want to show your working on that one?

I calculate the DC at 22 : 15 + spell level. Mindflayers have spell-like abilities of certain spells "as sorcerers" - Plane Shift is a 7th level spell for a sorcerer.

How do you figure it to be lower?
PHB page 126, "Using Spell-Like Abilities on the Defensive." DC 15 Concentration check.
 



Here's a thought: why not just bump the casting time to a minute?

Limits its use in combat to a spell you open with if you've got the jump on your foes, still makes it a nice spell to go hoppin' 'round the planes.
 

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