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Community
General Tabletop Discussion
*Pathfinder & Starfinder
Spell Turning and/or Absorbtion
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<blockquote data-quote="Li Shenron" data-source="post: 2781243" data-attributes="member: 1465"><p>We've used Spell Turning many times before, and indeed we engaged into similar discussions.</p><p></p><p>Things which are clear from the rules: area spells, rays and touch spells are NOT turned back to the caster. This incidentally includes most healing-type spells, fortunately. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>The only doubt is about a spells which have "Target: one or more creature" and are in fact used to target you and someone else. We have made our own decisions about how to handle it, but it is not 100% rules-proof: we ruled that the portion of the spell which hits you CAN be turned, while the other targets are affected normally. So if you were hit only by 1 missile, only that 1 missile would be turned back. We didn't use Absorbtion so far, but I guess that in that case you'd receive 1 full level of power.</p><p>Otherwise it could be interesting to rule that you have a % change to get that level, equal to the % portion of the spell: in this case, if 1/5 missiles hit you, you might get 20% chance of absorbing the level (80% that the magic fizzles away). However I'm not sure this would be a better ruling. After all, you're hit by 1 missile of 5, but if the caster was lower level you'd get a 100% level when hit by 1 missile of 1, so why not just absorbing the level anyway?</p><p></p><p>However, we also ruled that if the spell is beneficial then it is NOT turned, but affects you normally. We said that you can basically let a beneficial spell bypass the Spell Turning. It is a generous decision, but also allowed us to stop bothering about turning group buffs. Personally I think that it is fair enough.</p><p>In case of Absorbtion, ruling this way will prevent characters to expoit absorbing beneficial spells to turn them into other beneficial spells, like: imagine 2 PCs with Absorption, PC 1 casts Mass XYZ on PC 2 (plus other friends) and PC 2 absorbs its share, and use it to cast Mass ZXY on PC 1 (plus others), who in turn uses it to power another Mass YZX...</p><p></p><p></p><p></p><p>At least in case of ST, the "resonation effect" would happen, you'd basically have 10% of something good happening, and 90% something bad. If you rule this way, which apparently follows the RAW, you are basically telling the player "choose another spell, because ST sucks".</p><p></p><p>Absorbtion would perhaps allow to absorb your own spells (I don't remember the RAW of that spell tho) and turn them into something else, a bit like "re-preparing" them. If that's the case, it would be an ability on the edge of legit IMO, and it should be thought carefully before allowing.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 2781243, member: 1465"] We've used Spell Turning many times before, and indeed we engaged into similar discussions. Things which are clear from the rules: area spells, rays and touch spells are NOT turned back to the caster. This incidentally includes most healing-type spells, fortunately. :) The only doubt is about a spells which have "Target: one or more creature" and are in fact used to target you and someone else. We have made our own decisions about how to handle it, but it is not 100% rules-proof: we ruled that the portion of the spell which hits you CAN be turned, while the other targets are affected normally. So if you were hit only by 1 missile, only that 1 missile would be turned back. We didn't use Absorbtion so far, but I guess that in that case you'd receive 1 full level of power. Otherwise it could be interesting to rule that you have a % change to get that level, equal to the % portion of the spell: in this case, if 1/5 missiles hit you, you might get 20% chance of absorbing the level (80% that the magic fizzles away). However I'm not sure this would be a better ruling. After all, you're hit by 1 missile of 5, but if the caster was lower level you'd get a 100% level when hit by 1 missile of 1, so why not just absorbing the level anyway? However, we also ruled that if the spell is beneficial then it is NOT turned, but affects you normally. We said that you can basically let a beneficial spell bypass the Spell Turning. It is a generous decision, but also allowed us to stop bothering about turning group buffs. Personally I think that it is fair enough. In case of Absorbtion, ruling this way will prevent characters to expoit absorbing beneficial spells to turn them into other beneficial spells, like: imagine 2 PCs with Absorption, PC 1 casts Mass XYZ on PC 2 (plus other friends) and PC 2 absorbs its share, and use it to cast Mass ZXY on PC 1 (plus others), who in turn uses it to power another Mass YZX... At least in case of ST, the "resonation effect" would happen, you'd basically have 10% of something good happening, and 90% something bad. If you rule this way, which apparently follows the RAW, you are basically telling the player "choose another spell, because ST sucks". Absorbtion would perhaps allow to absorb your own spells (I don't remember the RAW of that spell tho) and turn them into something else, a bit like "re-preparing" them. If that's the case, it would be an ability on the edge of legit IMO, and it should be thought carefully before allowing. [/QUOTE]
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