spell turning questions


log in or register to remove this ad

No. Ray of Enfeeblement is an effect spell (hence "Effect: Ray" in the spell description) and Spell Turning states that it does not affect such spells. The same is true for most spells which require a ranged touch (Melf's Acid A, Disintegrate, Flame Arrow, etc).
 


SeRiAlExPeRiMeNtS said:
And for example slow, with One creature/level, no two of which can be more than 30 ft. apart as targets? If you are a target spell turning works?
Yes, for you only, any other target without their own spell turning is still affected as normal.
 
Last edited:


SeRiAlExPeRiMeNtS said:
Let´s see, if a wizard casts Horrid Wilting against 10 targets, all protected by spell turning, he will be afected by 10 Horrid Wiltings?
Yes.
Imagine the look on the player's face. ;)
 

clockwork - thanks for asking the question, trying to get it correct.

could someone help me understand (not using the rules) why rays should not be stopped by Spell Turning?
What's special about them?

Don't say "because a ray happens to be classified as an "effect spell" - I'm looking for non-rules reasons why a 1st level Ray should be able to dodge a 7th level Spell Turning spell.

I don't get it. It seems like a rules oversight, and I need your guys' help to understand how it helps the game.
 
Last edited:

Hmmm. I'm not entirely sure that Spell Turning doesn't affect rays. A Rod of Absorption's base spell is Spell Turning, and it works almost identically to Spell Turning . . . and it absorbs rays.

IMC, the spell would work on rays, but I can see interpreting it differently.
 

reapersaurus said:

could someone help me understand (not using the rules) why rays should not be stopped by Spell Turning?
What's special about them?

Don't say "because a ray happens to be classified as an "effect spell" - I'm looking for non-rules reasons why a 1st level Ray should be able to dodge a 7th level Spell Turning spell.
Non-rules reasons? If I spent the time, I could generate a really complicated pseudoscientific explanation for you. Maybe the concentrated wavefront of a ray is able to punch through the thin resonant field generated by Spell Turning. Or maybe targeted spells travel to the victim through some kind of magical ether, which is what Spell Turning blocks, but rays bypass the defense by travelling through normal space.

Since a non-rules argument is by definition unrelated to the rules, you can make up whatever you want. It will always be "valid" because the game world is a fictional construction.

However, if you want the real reason rays penetrate Spell Turning, it's because a ray is an Effect. This is not an oversight, it's intentional.

Think game balance. Spell Turning is a specific defense against targeted spells, because they're so difficult to get away from otherwise. Against a ray, you can either take cover or increase your touch AC, and avoid the spell that way; thus there's no strong reason for a specific magical defense against them.
 

AuraSeer said:
Think game balance. Spell Turning is a specific defense against targeted spells, because they're so difficult to get away from otherwise. Against a ray, you can either take cover or increase your touch AC, and avoid the spell that way; thus there's no strong reason for a specific magical defense against them.
I don't buy that you can just "take cover" from a spell - not very realistic as someone's casting...

And I don't think it's very likely that a typical PC's defenses against ranged touch spells can properly compete with a typical ranged touch caster's bonuses.

But thanks for the post - what are others thoughts on it?
 

Remove ads

Top