Spell components gone

Stonesnake said:
Most spells require line of sight and require you to target a living creature. So if you put a hood over their head I believe that will prevent most spells. Oh yeah, and knocking them unconscious probably won't hurt either!

Makes them hard to question... :)

And personal spells like teleport are extremely different now. For example, teleport now requires that you teleport to a specific "key" and there is a very limited range. So you can't just teleport anywhere you want now, you need to have a key setup that you can teleport to.

Now, THAT is cool.
 

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Stonesnake said:
On the other hand, Eladrin can teleport up to 5 squares per encounter no matter what is done to them (as long as they are conscious they can use that ability). So holding down people in 4th edition is going to be MUCH harder it seems!

I think that eladrins actually do not teleport in the usual sense of the world, but basically "step"into faerie, walk a little, and then step back, so, tying them to a chair and gag them should be more than enough.
 

I never liked material components. They're goofy and a lot of them are based on stupid puns. More appropriate for slow casting ritual magic than D&D's flashbang combat magic.

But I think you have to keep somatic, and maybe verbal, components to stop it getting too superhero-y. That's the only difference between Dr. Strange and The Human Torch. The sorcerer supreme has to make the heavy metal horns before he can blast dudes with fire.
 

Danzauker said:
I think that eladrins actually do not teleport in the usual sense of the world, but basically "step"into faerie, walk a little, and then step back, so, tying them to a chair and gag them should be more than enough.

This can work.

"You're chained to a wall by the orcs."
"Hah! I shift into the feywild and..."
"You find you're still chained, only now the chains are thorny vines cutting into your flesh, and the wall is made of stone which glimmers oddly in the alien light."
"Bugger."

(This leads to all sorts of issues about how closely the Feywild parallels the 'real' world, which I hope are addressed in the rules, precisely for these kinds of things. If there's a wall in the 'real' world and not in the feywild, can one 'walk through walls' by shifting? Or are there ALWAYS walls in both places?)
 

The short-range teleports that we've seen (the eladrin's fey step, the pit fiends ability) seem to me to be just another form of movement, though one that ignores terrain (like flying). I think it stands to reason, that if you can't move, then you can't use the teleport. Though, there's probably more to it than what I'm speculating.
 

Lizard said:
(This leads to all sorts of issues about how closely the Feywild parallels the 'real' world, which I hope are addressed in the rules, precisely for these kinds of things. If there's a wall in the 'real' world and not in the feywild, can one 'walk through walls' by shifting? Or are there ALWAYS walls in both places?)

See? You could have avoided all of these tedious questions by simply not thinking too hard about fantasy.
 



Lizard said:
This can work.

"You're chained to a wall by the orcs."
"Hah! I shift into the feywild and..."
"You find you're still chained, only now the chains are thorny vines cutting into your flesh, and the wall is made of stone which glimmers oddly in the alien light."
"Bugger."

(This leads to all sorts of issues about how closely the Feywild parallels the 'real' world, which I hope are addressed in the rules, precisely for these kinds of things. If there's a wall in the 'real' world and not in the feywild, can one 'walk through walls' by shifting? Or are there ALWAYS walls in both places?)

Well, since clothes, weapons and equipment seem to step with the character, I can happily presume that the chair and thing step back and forth with him.

Or more easily, that if a character is "anchored" some way in our workd (tied to a chair or chained to a wall) then he simply is unable to do it. Magic works in mysterious ways.
 

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