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Sneaky spell questions - Piratecat's players keep out!
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<blockquote data-quote="spunky_mutters" data-source="post: 953441" data-attributes="member: 5426"><p>1. I agree with pretty much everyone else. The effect is merely suppressed, so the previous state should be restored immediately after the anti-magic zone is removed (or exited).</p><p></p><p>I would rule it takes 5 full rounds (adjudicating actions as if you were casting a spell of the same length casting time), with no effect until the end.</p><p></p><p>2. For guards and wards, by the letter of the spell there should be no save. There is also no description of how to adjudicate any of the spell-like effects (suggestion, magic mouth, gust of wind, and dancing lights) beyound the sr: y or n. Because of the lack of description and italicized text, I would read it as pointing me to the appropriate spells for further information. Thus, I would allow a save for gust and suggestion. For 2 reasons: I think having a 6th level spell with that many effects lasting for that long is pretty strong (granted it's got very limited use, but if you add up the spell levels represented, it's way beyond what you can expect from a level 6 spell (and the webs grow back). Also, I think spells that force players to do things with no save, or make them give them no chance to avoid the effect are no fun (from a player's perspective). They remove the illusion of free choice that players enjoy. This is admittedly firmly in Rule 0 territory by the wording, but I think the lack of description forces you to go the spell description to get information on how to use the effect.</p></blockquote><p></p>
[QUOTE="spunky_mutters, post: 953441, member: 5426"] 1. I agree with pretty much everyone else. The effect is merely suppressed, so the previous state should be restored immediately after the anti-magic zone is removed (or exited). I would rule it takes 5 full rounds (adjudicating actions as if you were casting a spell of the same length casting time), with no effect until the end. 2. For guards and wards, by the letter of the spell there should be no save. There is also no description of how to adjudicate any of the spell-like effects (suggestion, magic mouth, gust of wind, and dancing lights) beyound the sr: y or n. Because of the lack of description and italicized text, I would read it as pointing me to the appropriate spells for further information. Thus, I would allow a save for gust and suggestion. For 2 reasons: I think having a 6th level spell with that many effects lasting for that long is pretty strong (granted it's got very limited use, but if you add up the spell levels represented, it's way beyond what you can expect from a level 6 spell (and the webs grow back). Also, I think spells that force players to do things with no save, or make them give them no chance to avoid the effect are no fun (from a player's perspective). They remove the illusion of free choice that players enjoy. This is admittedly firmly in Rule 0 territory by the wording, but I think the lack of description forces you to go the spell description to get information on how to use the effect. [/QUOTE]
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