Plane Sailing said:(of course, I'd still like to see a 1st level equivalent spell to protect against them though!)
Given their insanely low will save how about sanctuary?
Plane Sailing said:(of course, I'd still like to see a 1st level equivalent spell to protect against them though!)
Not quite. Sanctuary doesn't allow the subject to attack anything, PfE does.Scion said:Given their insanely low will save how about sanctuary?
Nail said:Not quite. Sanctuary doesn't allow the subject to attack anything, PfE does.
This is a new phrase for you. Could I politely ask that you refrain from using it?Scion said:You are adding a condition that was not there nail. Poor form.
I disagree.Scion said:They each have their tradeoffs, but that spell does fit the bill for what was asked.
Nail said:This is a new phrase for you. Could I politely ask that you refrain from using it?
Nail said:I disagree.
PfE protects you from SM, allows a (low) chance of SR, and allows you to attack any but the summoned creature.
Sanctuary allows a save to protect you from A-C, and prevents you from attacking anyone.
I'd hardly call that fitting the bill.
PlaneSailing said:(of course, I'd still like to see a 1st level equivalent spell to protect against them though!)
In this regard, you and Karinsdad have much in common.Scion said:It seemed like a pretty polite way to say ......
"Check" over that first requirement again.Scion said:Lets check, what was the bill again?
So, sanctuary.
First level equivalent. Check.
Protects vs them. Check.
Nail said:In this regard, you and Karinsdad have much in common.
Nail said:"Check" over that first requirement again.
SRD said:Sanctuary
Abjuration
Level: Clr 1, Protection 1
Components: V, S, DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: No
Any opponent attempting to strike or otherwise directly attack the warded creature, even with a targeted spell, must attempt a Will save. If the save succeeds, the opponent can attack normally and is unaffected by that casting of the spell. If the save fails, the opponent can’t follow through with the attack, that part of its action is lost, and it can’t directly attack the warded creature for the duration of the spell. Those not attempting to attack the subject remain unaffected. This spell does not prevent the warded creature from being attacked or affected by area or effect spells. The subject cannot attack without breaking the spell but may use nonattack spells or otherwise act.
SRD said:Protection from Evil
Abjuration [Good]
Level: Clr 1, Good 1, Pal 1, Sor/Wiz 1
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 min./level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: No; see text
This spell wards a creature from attacks by evil creatures, from mental control, and from summoned creatures. It creates a magical barrier around the subject at a distance of 1 foot. The barrier moves with the subject and has three major effects.
First, the subject gains a +2 deflection bonus to AC and a +2 resistance bonus on saves. Both these bonuses apply against attacks made or effects created by evil creatures.
Second, the barrier blocks any attempt to possess the warded creature (by a magic jar attack, for example) or to exercise mental control over the creature (including enchantment (charm) effects and enchantment (compulsion) effects that grant the caster ongoing control over the subject, such as dominate person). The protection does not prevent such effects from targeting the protected creature, but it suppresses the effect for the duration of the protection from evil effect. If the protection from evil effect ends before the effect granting mental control does, the would-be controller would then be able to mentally command the controlled creature. Likewise, the barrier keeps out a possessing life force but does not expel one if it is in place before the spell is cast. This second effect works regardless of alignment.
Third, the spell prevents bodily contact by summoned creatures. This causes the natural weapon attacks of such creatures to fail and the creatures to recoil if such attacks require touching the warded creature. Good summoned creatures are immune to this effect. The protection against contact by summoned creatures ends if the warded creature makes an attack against or tries to force the barrier against the blocked creature. Spell resistance can allow a creature to overcome this protection and touch the warded creature.
Arcane Material Component: A little powdered silver with which you trace a 3-foot -diameter circle on the floor (or ground) around the creature to be warded.
It seems we're talking past each other here. I'll bow out of this thread.Scion said:We dont like to be asked for one thing and then after providing it being told that the requirements have changed and so it is no longer useful?
Speak for yourself.Scion said:.... but apparently we are only interested in touching around here.
Construct level 1 2 3 4 5 6 7 8 9
Listed CR 0.5 1 2 3 5 7 8 9 10
Correct CR 1 2 3 4 6 7 8 9 10
LV SD(HP) SD(AC) SD(Damage) Sum
1 2.6 2.9 0.2 5.6
2 3.4 2.0 0.3 5.7
3 1.6 2.2 0.2 4.0
4 1.9 2.8 0.3 4.9
5 0.3 1.8 1.1 3.2
6 -0.4 2.4 0.2 2.2
7 -0.1 2.2 0.2 2.2
8 -0.6 2.6 0.1 2.0
9 0.0 2.6 0.1 2.6
LV SD(HP) SD(AC) SD(Damage) Sum
1 0.4 2.0 -0.1 2.3
2 1.1 1.2 -0.4 1.9
3 1.1 1.2 -0.4 1.9
LV SD(HP) SD(AC) SD(Damage) Sum
1 -0.7 1.2 -0.6 -0.1
4 -0.9 1.5 -1.1 -0.5
5 -0.9 1.6 -0.5 0.2