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<blockquote data-quote="Knightfall" data-source="post: 7091067" data-attributes="member: 2012"><p>In 3E, the word energy is used more as a descriptor of spells that do damage: cold, fire, sonic, etc. What is 'detectable' when spells are cast are the auras such spells produce. Auras linger after a spell is cast. How long they linger depends on the power of the spell. And whether or not a spell causes some sort of emission (like sound or a puff of smoke) when cast is really up to the players and DM, but such emissions don't have game effects in 3E (usually), unless such emissions are the <u>point</u> of the spell cast (like the <em>shatter</em> spell).</p><p></p><p></p><p>That depends more on the description of the spell.</p><p></p><p>For example, the Summon Monster spells, in v.3.5, have a duration of 1 round/level and Concentration is <u>not</u> listed as being required for the spell to be maintained. (It might have been different for v.3.0, but I'm not sure.) A caster can choose to dismiss the spell and I believe if the caster is killed, the summoned creature disappears. (I could be wrong about that part.) I would say that if the caster moves to another plane of existence, the spell would end too.</p><p></p><p>The range for such spells is Close (25 ft. + 5 ft/2 levels), but I interpret that as being that how far the caster can place a summoned creature when it is <u>first</u> conjured. After that, there is no range limit for the summoned creature to move to, otherwise all characters woud have to do is move out of range and the spell becomes useless.</p><p></p><p>The Summon Nature's Ally spells work the same way.</p><p></p><p></p><p>That isn't always the case. It depends on the spell. A good example is the divine spell <em>flame strike</em>. Half of its damage is fire damage while the other half is divine damage. A character with fire resistance would only apply it vs. the half of the damage that does fire damage. However, an <em>ice storm</em> spell cast by druid or a cleric with the water domain, is 100% cold damage not cold plus divine damage, so cold resistance/immunity will block the damage it does.</p></blockquote><p></p>
[QUOTE="Knightfall, post: 7091067, member: 2012"] In 3E, the word energy is used more as a descriptor of spells that do damage: cold, fire, sonic, etc. What is 'detectable' when spells are cast are the auras such spells produce. Auras linger after a spell is cast. How long they linger depends on the power of the spell. And whether or not a spell causes some sort of emission (like sound or a puff of smoke) when cast is really up to the players and DM, but such emissions don't have game effects in 3E (usually), unless such emissions are the [U]point[/U] of the spell cast (like the [I]shatter[/I] spell). That depends more on the description of the spell. For example, the Summon Monster spells, in v.3.5, have a duration of 1 round/level and Concentration is [U]not[/U] listed as being required for the spell to be maintained. (It might have been different for v.3.0, but I'm not sure.) A caster can choose to dismiss the spell and I believe if the caster is killed, the summoned creature disappears. (I could be wrong about that part.) I would say that if the caster moves to another plane of existence, the spell would end too. The range for such spells is Close (25 ft. + 5 ft/2 levels), but I interpret that as being that how far the caster can place a summoned creature when it is [U]first[/U] conjured. After that, there is no range limit for the summoned creature to move to, otherwise all characters woud have to do is move out of range and the spell becomes useless. The Summon Nature's Ally spells work the same way. That isn't always the case. It depends on the spell. A good example is the divine spell [I]flame strike[/I]. Half of its damage is fire damage while the other half is divine damage. A character with fire resistance would only apply it vs. the half of the damage that does fire damage. However, an [I]ice storm[/I] spell cast by druid or a cleric with the water domain, is 100% cold damage not cold plus divine damage, so cold resistance/immunity will block the damage it does. [/QUOTE]
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