Protecting my PC from Ability Score drains

Sorry, plants are immune to poison.. that is the main sources of damage to abilities in the campaign I am in ;) but you are right, they only cover the plate very slightly.

Becoming undead is a big way to go though! just find a dm who doesnt mind undead of any alignment (given proper in character stuff and thingies..lol)

construct is cool though, maybe an item that forms an astral construct around you to protect and surround you! yey for astral constructs!
 

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Ferox4 said:
Dispel Magic does not work differently. Dispel Magic can be used to counterspell Dispel Magic.

Ok, this I am sure of. Unless it has been changed in 3.5, dispel magic cannot be used to counter another dispel magic.
 

Gaiden said:
Ok, this I am sure of. Unless it has been changed in 3.5, dispel magic cannot be used to counter another dispel magic.

umm... why not? so far as I know there arent any spells that are immune to countering.. especially when useing the same spell
 

Scion said:
umm... why not? so far as I know there arent any spells that are immune to countering.. especially when useing the same spell

It specifically stated in the spell description in 3.0 that this was the case. IIRC it was uncounterable period, but it could have just not been automatic and require a roll like a normal dispel attempt. But I definitely remember something about dispel magic being a special case when it came to another dispel magic. Of course, IDHMBWM to shed light on the subject.
 

Gaiden said:
Ok, this I am sure of. Unless it has been changed in 3.5, dispel magic cannot be used to counter another dispel magic.
All right, if you're so sure, start quoting the SRD or some PHB page numbers. Like this:

From the 3.5 SRD:
COUNTERSPELLS

It is possible to cast any spell as a counterspell. By doing so, you are using the spell’s energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.

How Counterspells Work: To use a counterspell, you must select an opponent as the target of the counterspell. You do this by choosing the ready action. In doing so, you elect to wait to complete your action until your opponent tries to cast a spell. (You may still move your speed, since ready is a standard action.)

If the target of your counterspell tries to cast a spell, make a Spellcraft check (DC 15 + the spell’s level). This check is a free action. If the check succeeds, you correctly identify the opponent’s spell and can attempt to counter it. If the check fails, you can’t do either of these things.

To complete the action, you must then cast the correct spell. As a general rule, a spell can only counter itself. If you are able to cast the same spell and you have it prepared (if you prepare spells), you cast it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.

Counterspelling Metamagic Spells: Metamagic feats are not taken into account when determining whether a spell can be countered

Specific Exceptions: Some spells specifically counter each other, especially when they have diametrically opposed effects.

Dispel Magic as a Counterspell: You can use dispel magic to counterspell another spellcaster, and you don’t need to identify the spell he or she is casting. However, dispel magic doesn’t always work as a counterspell (see the spell description).
and, from the description of Dispel Magic:
Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster’s spell.


And from the 3.0 SRD:

Counterspells

It is possible to cast any spell as a counterspell. By doing so, the character is using the spell's energy to disrupt the casting of the same spell by another character. Counterspelling works even if one spell is divine and the other arcane.


How Counterspells Work: To use a counterspell, the character must select an opponent as the target of the counterspell. The character does this by choosing the ready action. In doing so, the character elects to wait to complete his or her action until the character's opponent tries to cast a spell. (The character may still move at normal speed, since ready is a standard action.)


If the target of the character's counterspell tries to cast a spell, the character makes a Spellcraft check (DC 15 + the spell's level). This check is a free action. If the check succeeds, the character correctly identifies the opponent's spell and can attempt to counter it. (If the check fails, the character can't do either of these things.)



To complete the action, the character must cast the correct spell. As a general rule, a spell can only counter itself. If the character is able to cast the same spell and has it prepared (if the character prepares spells), the character casts it, altering it slightly to create a counterspell effect. If the target is within range, both spells automatically negate each other with no other results.



Counterspelling Metamagic Spells: Metamagic feats are not taken into account when determining whether a spell can be countered.



Specific Exceptions: Some spells specifically counter each other, especially when they have diametrically opposed effects.



Dispel Magic as a Counterspell: The character can use dispel magic to counterspell another spellcaster, and the character doesn't need to identify the spell he or she is casting. However, dispel magic doesn't always work as a counterspell.
and from the description of Dispel Magic:
Counterspell: The spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work. The character must make a dispel check to counter the other spellcaster’s spell.

You must be remembering some sort of wonky house rule or something. The only thing I can think of that you might be remembering is that any spell with an instantaneous duration can't be dispelled, but it can still be counterspelled.
 

I had a somewhat sidetracked question. With Blasphemy one of the results that is possible is that you are put into a weakened state. This is explained as your str being decreased by 2d6 for 2d4 rounds. Now that is not defined as str drain or damage. So I'm thinking that this wouldn't stack with itself, so if your str was over 12 you would never be incapacitated from blasphemy. Is this a correct interpretation?
 

Vysirez said:
I had a somewhat sidetracked question. With Blasphemy one of the results that is possible is that you are put into a weakened state. This is explained as your str being decreased by 2d6 for 2d4 rounds. Now that is not defined as str drain or damage. So I'm thinking that this wouldn't stack with itself, so if your str was over 12 you would never be incapacitated from blasphemy. Is this a correct interpretation?

What do you mean by "wouldn't stack with itself?"

To answer your question - yes, I think that is a correct interpretation. It may not incapacitate you, but you ain't gonna like it. Especially if the bad guys are bent on dealing out additional STR drains (Ray of Enfeeblement, poisons, et cetera).
 

Ferox4 said:
What do you mean by "wouldn't stack with itself?"

To answer your question - yes, I think that is a correct interpretation. It may not incapacitate you, but you ain't gonna like it. Especially if the bad guys are bent on dealing out additional STR drains (Ray of Enfeeblement, poisons, et cetera).


Well, at least a cleric should stand a good chance of resisting necormantic (rays) or poison Ability drain - for both his save would be the strong clerical Fortitude save. Problem is - Undead ability drains and "Blasphemy" ability damage normally allows _no_ saves. And of course, this "defense" only applies to clerics and fighter types.

As a house rule we do use a save vs. the initial ability drain by undead (usually Will , same DC as the next days Fort save for recovery ), except for Shadows - who have a nasty, yet temporary Strength drain. But this accounts for their CR. And yes, they are one of the monsters with the highest Character vs monster employed kill ratios in our campaign(s) - they usually get you by surprise fading out from the woodwork, ceiling or gratings underfoot, and even the few initial hits from the surprise round can put a character into very serious trouble - like being overloaded and suddenly unable to maneouvre or fight effectively .

As a defensive measure - well , try for a high spellresistance item (never a mistake, IMHO) and keep Death Ward on you, if possible with Extend Spell (cheap to get as a Metamagic rod, too ). A cheap constant/at will "Detect Undead" item might work well as a early warning system - these are _very_ popular in our campaigns(s).
 
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Vysirez said:
....I'm thinking that this wouldn't stack with itself...
Yup. Spells don't stack with themselves, even if they are penalties. Think of a lower level example, like Doom.

Blasphemy is nasty. I recomend the Silence spell. SOP in our party is for my cleric to cast silence on the fighter, then the fighter charges into combat. We've brought down many an evil cleric or wizard that way.

As for protection against UD attacks like energy drain: Turn the UD, fool! :)
 

Nail said:
Yup. Spells don't stack with themselves, even if they are penalties. Think of a lower level example, like Doom.

Blasphemy is nasty. I recomend the Silence spell. SOP in our party is for my cleric to cast silence on the fighter, then the fighter charges into combat. We've brought down many an evil cleric or wizard that way.

As for protection against UD attacks like energy drain: Turn the UD, fool! :)


Stack with itself might have been a bad way of phrasing it. For example if you get hit by something that does ability damage or drain. Then get hit by it next round you will loose more of whatever. IE shadow str damage. But my question was answered, Blasphemy caused weakness is a specific effect with a duration rather then ability damage or drain.
 
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