Shadow Conjuration and non-offensive spells

IceBear said:
I used to be very much into the letter of the rules and I'm now more a spirit of the rules person

That's actually what I am as well. :)

Like in this example here, the spirit (IMHO) is not represented well enough by the letter and so I do it as I said above, which (to me) is more within the spirit of the rules.

Of course, that's all a matter of perception and personal preference, what that spirit actually is.

Bye
Thanee
 

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Thanee said:
That's actually what I am as well. :)

Like in this example here, the spirit (IMHO) is not represented well enough by the letter and so I do it as I said above, which (to me) is more within the spirit of the rules.

Of course, that's all a matter of perception and personal preference, what that spirit actually is.

Bye
Thanee

True - I guess with all the demands on my time I tend towards the "easier" spirt of the law now (unless it adversely affects gameplay and/or fun). These shadow spells are just crappily written. Is there a Complete Illusionist book or anything coming that might help with these spells?
 

A book focussing on illusions would be a good idea for sure.

Hear that game designers? Here's your chance! :D

Bye
Thanee
 

Thanee said:
The rules are there, of course, but they are (to me at least) simply not working (or even meant) for those spells.

As written, yes, a creature is a creature, but that is not what that part is about (IMHO). It only talks about creatures used to attack other creatures (IMHO).
If you can read this as being unclear, then there is just flat-out no point talking rules with you.
The mage armor example is good, tho. :) Just that illusions normally (in many cases, shadow unfortunately doesn't really state how that particular stuff works) do not create sensory feedback for touch.
Take a look at 'mirage arcana', a 5th level illusion spell that SPECIFICALLY generates tactile illusion. And that's just a glamer. Shadow actually creates some real stuff too.
One could go by the little the rules present and just apply it (what you do), or could see holes in those rules and translate them (what I do).
Unfortunately 'translating' what isn't there is just making stuff up. I find that sticking to the rules means far less disputes with no real answers. (after all - it's entirely possible for two players to have totally different visions of the 'spirit' of the rules, and be entirely correct, which means an arguement that either never ends, or ends with the DM saying "shut up!", which isn't exactly a recipe for group coherence)

Tzarevitch said:
I disagree. As I look at the 3.5 SRD, for Shadow Evocation, "Nondamaging effects have normal effects except against those who disbelieve them. Against disbelievers they have NO EFFECT." (Emphasis added.) "Objects automatically succeed on their Will saves against this spell."

Very good points - I've been looking at the rules for shadow conjuration, which don't have the 'nondamaging effects..." line. So a shadow evocation fireball couldn't set the oil on fire, but a shadow conjuration fire seeds or incendiary cloud could (not that those spells are possible...)
 

Fun comment !!!

Here's why illusionists, that actually believe their own illusions to be real, don't exist:

Question: What does an illusionist, that actually believes his own illusions to be real, do, when he wants to cross a chasm?

Answer:
He casts a real silent image of a bridge and walks over it, thereby falling to his death.

The rest is just darwinian evolution. See? :p

Bye
Thanee
 

Saeviomagy said:
If you can read this as being unclear, then there is just flat-out no point talking rules with you.
Unclear? Why unclear, the part is very clear about what it does to a summoned creature.

But shadow conjuration also says this:

SRD said:
Shadow conjurations are actually one-fifth (20%) as strong as the real things...
This leads me to the conclusion, that a (disbelieved) spell only has one-fifth of its actual effect. The effect of phantom steed is mostly in its carrying capacity (probably also speed, I just wouldn't reduce both intuitively, since that would reduce the actual effect to 4% not 20%, but it's probably more accurate to do both (summoned creatures also get multiple reductions... AC and hit points, for example)).

The special abilities (walk over water and such) would be only 20% likely to occur at every given opportunity (one might even have to check each round for continuous use).

Here's the part that says that:

SRD said:
...all special abilities that do not deal lethal damage are only 20% likely to work. (Roll for each use and each affected character separately.)
Note, that this is neglecting the first part of that sentence, which limits it to disbelievers only. It's the only way to derive 20% from an on/off, non-scaleable ability to do it on the time scale, however. And the ability can only be one-fifth of the 'strength' (could also be read as intensity) of the original ability, as we know.

You also said:

Unfortunately 'translating' what isn't there is just making stuff up.
I agree, but the following part is very much there:

SRD said:
Shadow conjurations are actually one-fifth (20%) as strong as the real things...
However, your claim of sensory feedback is in no way supported by the spell's description or the general description of shadow illusions, so who's making up stuff? ;)

The part about creatures does not make other rules of the spell obsolete or supercedes them. What I am saying is, that the part about creatures simply does not cover the question about carrying capacity (because it is irrelevant for summoned creatures usually) and therefore the question has to be answered based on the other rules the spell description states.

Take a look at 'mirage arcana', a 5th level illusion spell that SPECIFICALLY generates tactile illusion. And that's just a glamer. Shadow actually creates some real stuff too.
shadow |= glamer / mirage arcana |= shadow conjuration

SRD said:
A creature that succeeds on its save sees the shadow conjurations as transparent images superimposed on vague, shadowy forms.
Sees... not hears, smells, feels, tastes... just sees.

The spell (and general rules about shadow illusions) doesn't state in what way the illusionary portion presents itself, if not disbelieved.

Let's get back to the mage armor example.

First, we go to another example, which is somewhat similar.

A shadow conjured wall of stone. Needs a higher version of the spell, but that shouldn't matter, really.

Such a shadow wall of stone used as a bridge won't support the full weight of a real wall of stone for sure, because it isn't completely real. If a creature with too much weight would enter the bridge, the bridge would break apart. It simply doesn't have the strength to support the weight. It's irrelevant, whether a creature believes in the wall or not. Some of it simply isn't real.

Now someone swings a sword at you, protected by a shadow mage armor. Since the spell does not change the way that someone acts (not mind-influencing), it's just a matter of how much the mage armor stops from the incoming force. Even if it feels like hitting a real mage armor (which is not said in the rules), why should that someone swing with a weaker force in that case (remember, not mind-influencing)? In the end, it just comes to the stopping power of the armor, and that is only 20%, because only 20% is real and the shadow mage armor is only 20% as strong as a real mage armor.

Now the problem with this explanation is the following:

SRD said:
...though creatures who believe the shadow conjurations to be real are affected by them at full strength.
This could be seen in two ways.

The mage armor affects the creature it is cast upon (it's the target of the spell after all). This is the literal reading of this rule. It's obviously not reasonable to say, that whatever that person thinks has any influence on how a sword strike at that person is executed. So only the real portion of the spell can have any effect, regardless of saving throws against the illusion.

Of course, one could also say, that the mage armor affects the attacker, since it changes the AC, which he has to hit. Note, that this would not be a literal reading of the spell, since the attacker is not the target of the spell or included in the effect of the spell. Anyways... then we are at the situation, where the illusion has no way to let itself known, which could change the way the attacker swings his sword (see above), and even if it would, that would really change little, because the attacker would still try to hit as hard as possible (or even harder, there is more armor to pierce, after all). In the end, only the real portion of the spell can have any effect here, too.

Back to the wall of stone, a literal reading of the above, for a creature, that believes in the illusion, would mean, that the shadow wall is equally strong as a real wall of stone. This is in conflict with that part here:

SRD said:
Shadow conjurations are actually one-fifth (20%) as strong as the real things...
But the sentence goes on and says:

SRD said:
...though creatures who believe the shadow conjurations to be real are affected by them at full strength.
So, the creature that believes is affected at full strength, altho the strength actually is only one-fifth of the real thing.

This is obviously a contradiction. So it cannot work that way.

This part here supports my claim:

SRD said:
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy).
Even if not disbelieved, a shadow creature has only one-fifth the hit points. So it does not affect the victim of the illusion in the exact same way as a real summoned creature does, since it will die quicker!

SRD said:
Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
It also only has one-fifth of the AC bonuses.

Note, that this part is written after the sentence, that talks about affected creatures, that failed their save. I'm pretty sure, that it has to be seen in an independant way, like every sentence is one item in a list, tho.

In fact, affecting can only mean, that direct changes are done to the victim in some way. Damage does that, AC or hit points do not. This is similar to the mage armor example, because it basically states, that the spell cannot make the illusionary part completely real, it's simply not possible, regardless of whether it's recognized as shadowy.

Only if the illusionary part affects the victim - which mage armor does not, because it changes the AC of the target, not the victim of the illusion, but an attacking summoned creature does, because it deals damage to the victim - a failed saving throw results in a stronger effect, where the victim is affected at full strength.

The phantom steed also does not affect the rider. It's simply there, nothing in its existance affects the 'victim' of the illusion, unless it would attack him, for example. Its carrying capacity also does not affect the rider, there is no change to the rider done. Therefore it doesn't matter, whether the rider believes in the shadow phantom steed or not, it cannot carry more than 20% of a real phantom steed.

I find that sticking to the rules means far less disputes with no real answers.
Well, I prefer consistency. And as shown above, the rules can work in a consistent way.

(after all - it's entirely possible for two players to have totally different visions of the 'spirit' of the rules, and be entirely correct, which means an arguement that either never ends, or ends with the DM saying "shut up!", which isn't exactly a recipe for group coherence)
Yeah, agreed.

Bye
Thanee
 
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I like your logic here Thanee. I admit I forgot about the target in the context of this debate, and as such I believe I have come to embrace your ruling here.

Good job.
 

Thanee said:
The phantom steed also does not affect the rider. It's simply there, nothing in its existance affects the 'victim' of the illusion, unless it would attack him, for example. Its carrying capacity also does not affect the rider, there is no change to the rider done. Therefore it doesn't matter, whether the rider believes in the shadow phantom steed or not, it cannot carry more than 20% of a real phantom steed.

I still think this is not what the spell says. It has 20% hit points, and if it has any natural armor for example it is reduced to 20% the bonus, that's clear. I definitely agree that this part applies no matter if the shadow is believed or not. I think your interpretation is mostly based on your opinion that a creature/object conjured from shadows must be less substantial than a creature/object conjured normally (that is, by the way, from nothing). It's a good way to balance the spell so to make it less useful to replicate utility spells, if you think it should be.
 

It's just a conclusion derived from a literal reading of the rules translated to the spell in question.

It certainly also mirrors my personal opinion, but it's not based on my opinion.

@IceBear: Thank you! :D

Bye
Thanee
 

Here's the relevant quote again:

SRD said:
Shadow conjurations are actually one-fifth (20%) as strong as the real things...
The real thing has the following 'strength':

SRD said:
A phantom steed has a speed of 20 feet per caster level, to a maximum of 240 feet.
It can bear its rider’s weight plus up to 10 pounds per caster level.
The shadow phantom steed will then have 1/5th of that strength:

A shadow phantom steed has a speed of 4 feet per caster level, to a maximum of 48 feet.
It can bear one-fifth its rider’s weight plus up to 2 pounds per caster level.

The rest is clear, because it is a shadow creature:

SRD said:
A shadow creature has one-fifth the hit points of a normal creature of its kind (regardless of whether it’s recognized as shadowy). ... Furthermore, the shadow creature’s AC bonuses are one-fifth as large.
SRD said:
The mount has an AC of 18 (–1 size, +4 natural armor, +5 Dex) and 7 hit points +1 hit point per caster level.
The shadow mount has an AC of 11 (-1 size, +1 natural armor (rounded arithmetically), +1 Dex) and (1.4 hit points +0.2 hit point per caster level).

Now the special abilities the mount gains are more tricky.

The part that talks about them only working 20% of the time, only counts against disbelievers.

However, translating the one-fifth strength from the first quote, the only reasonable solution (because those can either work or not, they do not scale) is, that these abilities only work 20% of the time, which corresponds with all the other rules and creates a consistent result. I'd probably check it once per round, altho once per use might work as well. The latter is certainly more powerful, since you can simply try again and once it works, use the ability continuously until you stop using it and have to try again.

Bye
Thanee
 
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