two
First Post
I'm not just a GM, I also am a player.
This is what happened to our party of mid-level PC's.
Was there a rules gaffe somewhere? It got nasty, VERY NASTY, very quickly.
We buffed up against a suspected enemy. We advanced, killed some mooks, and encountered the mook leader. We rolled initiative. Our wizard fireballed the mook leader, and killed a few more of his minions. He (the goblin leader) was hurt but cast a spell anyway. Acid Fog, centered on our party (we are outside in a sparse forest setting).
We all go "OK, what's the damage?"
The GM goes around rolling 2d6 per PC. 8,10,5,11,9 - something like that.
We go, "OK, that wasn't so bad," marking it down.
Then the GM says "most of your non-magical and some of your magical items are melted at this point."
We go, collectively, "huh?"
Acid, you see, ignores hardness, per 3.5 FAQ. And Acid Fog deal damage like so:
"Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it."
That's when we realized we were in deep doo-dee.
The wizard, to take a typical example, who took 8 points of acid damage, had immediately destoyed:
-- all scrolls
-- all potions
-- all wands
-- bag of holding
-- HHHaversack
-- all nonmagical items (clothing, dagger, torch, rope)
-- material component bag (s) for spells!!
-- cloak of resistance
The Cleric:
ditto, plus:
-- Holy symbol !!
-- sling ammunition
other stuff
Etc. So, after one round, were were naked except for serious magical items (weapons, armor, shields).
The Wizard managed to Dimension Door out of there (no materical component) but since movement was restricted to 5' step total -- he only could take the rogue along with him. The Cleric and Fighter were in the fog another ruond, after which they lost:
--all magical rings (hitpoints = 10)
-- everything that wasn't a +1 or better armor/weapon.
They took 4 rounds total to escape, and were left with very, very little.
The Wizard and Rogue, after dimension dooring out, were faced with the enemy. Just the two of them. And the wizard could not cast any spell with material components. No wands. No wondrous items. No scrolls.
We drove the enemy away (didn't manage to kill them), and retreated as fast as we could after everyone was out of the acid.
Now, if the GM had been evil, he would have simply cast another Acid Fog on the escaped party members. Another bath of acid will destroy any remaining items, do more damage, and leave them pretty useless.
To sum:
Acid Fog is no save, no sr. You automatically have all your low-hp stuff destroyed, including many valuable items such as cloaks, wands, scrolls, wondrous items (ion stones, hats, bracelets, etc.) and haversacks. They don't have more than 5 HP each. If you get unlucky and take 10 points of acid damage in the first round, you lose all your rings and staves too.
If you (god forbid!) happen to be caught in the Acid Fog for 2 rounds -- that's it. Bye bye magic stuff.
Counter 1: Freedom of Movement. Lasts a long time. Allows you to run out of the cloud in a round. Drawback - you still take a round of acid damage and lose a bunch of stuff.
Counter 2: Necklace of Adaptation. For 9K GP, it's the new "must have" for our party's PCs.
Sheesh.
The amount of equipment destroyed by that one spell was mind-boggling. Oh, and Wizards -- kiss your spell books goodbye.
Did somebody make a screw-up here, or is Acid Fog, by the rules, just a nasty, nasty, nasty, nasty, nasty, nasty, nasty spell?
This is what happened to our party of mid-level PC's.
Was there a rules gaffe somewhere? It got nasty, VERY NASTY, very quickly.
We buffed up against a suspected enemy. We advanced, killed some mooks, and encountered the mook leader. We rolled initiative. Our wizard fireballed the mook leader, and killed a few more of his minions. He (the goblin leader) was hurt but cast a spell anyway. Acid Fog, centered on our party (we are outside in a sparse forest setting).
We all go "OK, what's the damage?"
The GM goes around rolling 2d6 per PC. 8,10,5,11,9 - something like that.
We go, "OK, that wasn't so bad," marking it down.
Then the GM says "most of your non-magical and some of your magical items are melted at this point."
We go, collectively, "huh?"
Acid, you see, ignores hardness, per 3.5 FAQ. And Acid Fog deal damage like so:
"Each round on your turn, starting when you cast the spell, the fog deals 2d6 points of acid damage to each creature and object within it."
That's when we realized we were in deep doo-dee.
The wizard, to take a typical example, who took 8 points of acid damage, had immediately destoyed:
-- all scrolls
-- all potions
-- all wands
-- bag of holding
-- HHHaversack
-- all nonmagical items (clothing, dagger, torch, rope)
-- material component bag (s) for spells!!
-- cloak of resistance
The Cleric:
ditto, plus:
-- Holy symbol !!
-- sling ammunition
other stuff
Etc. So, after one round, were were naked except for serious magical items (weapons, armor, shields).
The Wizard managed to Dimension Door out of there (no materical component) but since movement was restricted to 5' step total -- he only could take the rogue along with him. The Cleric and Fighter were in the fog another ruond, after which they lost:
--all magical rings (hitpoints = 10)
-- everything that wasn't a +1 or better armor/weapon.
They took 4 rounds total to escape, and were left with very, very little.
The Wizard and Rogue, after dimension dooring out, were faced with the enemy. Just the two of them. And the wizard could not cast any spell with material components. No wands. No wondrous items. No scrolls.
We drove the enemy away (didn't manage to kill them), and retreated as fast as we could after everyone was out of the acid.
Now, if the GM had been evil, he would have simply cast another Acid Fog on the escaped party members. Another bath of acid will destroy any remaining items, do more damage, and leave them pretty useless.
To sum:
Acid Fog is no save, no sr. You automatically have all your low-hp stuff destroyed, including many valuable items such as cloaks, wands, scrolls, wondrous items (ion stones, hats, bracelets, etc.) and haversacks. They don't have more than 5 HP each. If you get unlucky and take 10 points of acid damage in the first round, you lose all your rings and staves too.
If you (god forbid!) happen to be caught in the Acid Fog for 2 rounds -- that's it. Bye bye magic stuff.
Counter 1: Freedom of Movement. Lasts a long time. Allows you to run out of the cloud in a round. Drawback - you still take a round of acid damage and lose a bunch of stuff.
Counter 2: Necklace of Adaptation. For 9K GP, it's the new "must have" for our party's PCs.
Sheesh.
The amount of equipment destroyed by that one spell was mind-boggling. Oh, and Wizards -- kiss your spell books goodbye.
Did somebody make a screw-up here, or is Acid Fog, by the rules, just a nasty, nasty, nasty, nasty, nasty, nasty, nasty spell?
