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Sepia snake sigil v's remove paralysis
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<blockquote data-quote="jimmicus" data-source="post: 1560772" data-attributes="member: 18407"><p>Howdy all</p><p></p><p>Nice and strightforward question which nevertheless caused some arguement in our group last weekend. Will the remove paralysis spell remove the effects of a sepia snake sigil? I thought it would, my DM ruled otherwise. His perogative of course, but I would be intersted to hear some opinions on the matter. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>From the SRD</p><p></p><p>"Sepia Snake Sigil</p><p>Conjuration (Creation) [Force]</p><p>Duration: Permanent or until discharged; until released or 1d4 days + one day/level; see text</p><p>Saving Throw: Reflex negates</p><p>Spell Resistance: No</p><p>When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader.</p><p>Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed.</p><p>While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends."</p><p></p><p>"Remove Paralysis</p><p>You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus.</p><p>The spell does not restore ability scores reduced by penalties, damage, or drain."</p><p></p><p>Happy posting!</p></blockquote><p></p>
[QUOTE="jimmicus, post: 1560772, member: 18407"] Howdy all Nice and strightforward question which nevertheless caused some arguement in our group last weekend. Will the remove paralysis spell remove the effects of a sepia snake sigil? I thought it would, my DM ruled otherwise. His perogative of course, but I would be intersted to hear some opinions on the matter. ;) From the SRD "Sepia Snake Sigil Conjuration (Creation) [Force] Duration: Permanent or until discharged; until released or 1d4 days + one day/level; see text Saving Throw: Reflex negates Spell Resistance: No When you cast sepia snake sigil, a small symbol appears in the text of one written work such as a book, scroll, or map. The text containing the symbol must be at least twenty-five words long. When anyone reads the text containing the symbol, the sepia snake springs into being and strikes the reader, provided there is line of effect between the symbol and the reader. Simply seeing the enspelled text is not sufficient to trigger the spell; the subject must deliberately read it. The target is entitled to a save to evade the snake’s strike. If it succeeds, the sepia snake dissipates in a flash of brown light accompanied by a puff of dun-colored smoke and a loud noise. If the target fails its save, it is engulfed in a shimmering amber field of force and immobilized until released, either at your command or when 1d4 days + one day per caster level have elapsed. While trapped in the amber field of force, the subject does not age, breathe, grow hungry, sleep, or regain spells. It is preserved in a state of suspended animation, unaware of its surroundings. It can be damaged by outside forces (and perhaps even killed), since the field provides no protection against physical injury. However, a dying subject does not lose hit points or become stable until the spell ends." "Remove Paralysis You can free one or more creatures from the effects of any temporary paralysis or related magic, including a ghoul’s touch or a slow spell. If the spell is cast on one creature, the paralysis is negated. If cast on two creatures, each receives another save with a +4 resistance bonus against the effect that afflicts it. If cast on three or four creatures, each receives another save with a +2 resistance bonus. The spell does not restore ability scores reduced by penalties, damage, or drain." Happy posting! [/QUOTE]
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Sepia snake sigil v's remove paralysis
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