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The poor illusionist...
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<blockquote data-quote="Kaleon Moonshae" data-source="post: 1590163" data-attributes="member: 12147"><p><strong>Amuses me</strong></p><p></p><p></p><p></p><p>No game rules? Are we not playing a game that we *all* alter to one level or another? That is what alot of this very thread has been about and even that last line was about. So there are no *specific* examples of how to use it, if the book had *specific* uses of every skill then it would be over 600 pages, and then we would get gripes about how since this or that was not specifically addressed then it can't be done. </p><p></p><p>As far as specific uses for the sleight of hand skill. Sleight of hand is used with the feint action; which, in theory, is similar to what you are trying to do here. IIRC, it does not specifically say that *both* hands be free for you to use somantic components in spells, since you can hold an item in your hand and still cast. So, instead of holding something in that other hand, the character does some study and tries to figure out the exact movements for a "fireball" spell (through that ever present spellcraft roll) and then the next time he wants to cast that illusion spell he starts by making a sleight of hand check (DC say the opposing wizards spellcraft roll) to see if he can fool him into thinking it is a fireball he is casting, and hence distracting his eyes from the less flamboyent movements of his other hand, which are actually casting the real spell. It's all in misdirection, as the one poster said about liers always having the advantage.</p><p></p><p>Bluff would do the same thing for verbal components. Make the DC the opposing wizard's spellcraft check result to fool him into thinking it was a different spell cause the caster *emphasized* certain words over others.</p><p></p><p>Also think about using different material components. If you make sure your enemy sees a certain component flourishly produced that should at least grant you a circumstance bonus to his roll, say a -2 or even -4 if it is a particularly deadly spell that component is used for.</p><p></p><p>I hope I've explained myself well, am at work and haven't slept in a while.</p><p></p><p>Just my two cents but remember the DM's job is to take the spirit of the rules first and the letter of the rules second.</p></blockquote><p></p>
[QUOTE="Kaleon Moonshae, post: 1590163, member: 12147"] [b]Amuses me[/b] No game rules? Are we not playing a game that we *all* alter to one level or another? That is what alot of this very thread has been about and even that last line was about. So there are no *specific* examples of how to use it, if the book had *specific* uses of every skill then it would be over 600 pages, and then we would get gripes about how since this or that was not specifically addressed then it can't be done. As far as specific uses for the sleight of hand skill. Sleight of hand is used with the feint action; which, in theory, is similar to what you are trying to do here. IIRC, it does not specifically say that *both* hands be free for you to use somantic components in spells, since you can hold an item in your hand and still cast. So, instead of holding something in that other hand, the character does some study and tries to figure out the exact movements for a "fireball" spell (through that ever present spellcraft roll) and then the next time he wants to cast that illusion spell he starts by making a sleight of hand check (DC say the opposing wizards spellcraft roll) to see if he can fool him into thinking it is a fireball he is casting, and hence distracting his eyes from the less flamboyent movements of his other hand, which are actually casting the real spell. It's all in misdirection, as the one poster said about liers always having the advantage. Bluff would do the same thing for verbal components. Make the DC the opposing wizard's spellcraft check result to fool him into thinking it was a different spell cause the caster *emphasized* certain words over others. Also think about using different material components. If you make sure your enemy sees a certain component flourishly produced that should at least grant you a circumstance bonus to his roll, say a -2 or even -4 if it is a particularly deadly spell that component is used for. I hope I've explained myself well, am at work and haven't slept in a while. Just my two cents but remember the DM's job is to take the spirit of the rules first and the letter of the rules second. [/QUOTE]
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