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Vindictive, fair DMing, or is 3.5 too Lethal ??
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<blockquote data-quote="frankthedm" data-source="post: 1942300" data-attributes="member: 1164"><p>A <strong>13th level character </strong> that is behind 2 levels on HP in exchange for a 6d8 breath attack and +4 to hit and damage.</p><p></p><p></p><p>Risky depending on how far you have to move from the party. Plus this says, "Wizard, I am coming for you"</p><p></p><p></p><p></p><p>Big mistake thinking D&D is a video game where the monsters only hurt you by getting through your armor. Trip, Disarm and Grapple are there for this reasons. Though those are WEIRD stats, How did you figure those out? </p><p></p><p></p><p>I have to question your math here, YOU are a 13th level character. If you are not including your own ECL, are you also forgeting other PC's ECLs? Those do count for challenge rating. And how many PCs are in your group?</p><p></p><p> </p><p></p><p>You use your stat modified saves to roll saving throws, not your base saves. </p><p></p><p>The room the ice golems was in held the wizard right? Then I think your sucky will save should have saved your life [and if you knew what the spell could do, voluntarily fail that will save]. The rules relatively clearly indicate the 7th layer is closest to the wizard since it is the last to effect attacks and attackers aimed at the wizard.</p><p></p><p>Prismatic Wall</p><p>Abjuration</p><p>Level: Sor/Wiz 8</p><p>Components: V, S</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Effect:Wall 4 ft./level wide, 2 ft./level high</p><p>Duration: 10 min./level (D)</p><p>Saving Throw: See text</p><p>Spell Resistance: See text</p><p>Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall.</p><p>The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted.</p><p><em>Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.<em></em></em></p><p><em><em>The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present.</em></em></p><p><em><em>Prismatic wall can be made permanent with a permanency spell.</em></em></p><p><em><em>Color Order Effect of Color Negated By</em></em></p><p><em><em><span style="color: Red">Red 1st Stops nonmagical ranged weapons.</span></em></em></p><p><em><em><span style="color: Red">Deals 20 points of fire damage (Reflex half). Cone of cold</span></em></em></p><p><em><em><span style="color: Orange">Orange 2nd Stops magical ranged weapons.</span></em></em></p><p><em><em><span style="color: Orange">Deals 40 points of acid damage (Reflex half). Gust of wind</span></em></em></p><p><em><em><span style="color: Yellow">Yellow 3rd Stops poisons, gases, and petrification.</span></em></em></p><p><em><em><span style="color: Yellow">Deals 80 points of electricity damage (Reflex half). Disintegrate</span></em></em></p><p><em><em><span style="color: Lime">Green 4th Stops breath weapons.</span></em></em></p><p><em><em><span style="color: Lime">Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). Passwall</span></em></em></p><p><em><em><span style="color: DeepSkyBlue">Blue 5th Stops divination and mental attacks.</span></em></em></p><p><em><em><span style="color: DeepSkyBlue">Turned to stone (Fortitude negates). Magic missile</span><span style="color: Cyan"></span></em></em></p><p><em><em><span style="color: Cyan">Indigo 6th Stops all spells.</span></em></em></p><p><em><em><span style="color: Cyan">Will save or become insane (as insanity spell). Daylight</span></em></em></p><p><em><em><span style="color: Plum">Violet 7th Energy field destroys all objects and effects.1</span></em></em></p><p><em><em><span style="color: Plum">Creatures sent to another plane (Will negates). </span></em></em></p><p><em><em><span style="color: Plum">Dispel magic</span></em></em></p><p><em><em>1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above).</em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>No knowledge? No one used even a simple Augury or other divinations? Then tough.</em></em></p><p><em><em>He had his own cavern complex-warning 1, Simulacrum-warning 2. </em></em></p><p><em><em></em></em></p><p><em><em>You rushed in his direction and attacked his guardians. He used his spells and minions effectively. Did the party also take hostile actions the first rounds? Were they interested in the wizards parlay? Did they sell you out after you died, saying your actions were yours alone? Players fight to keep from having to make new characters, NPCs fight for their lives and souls. </em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em></em></em></p><p><em><em>Con drain is used on tanks to make their HP manageable with area effect spells.</em></em></p><p><em><em></em></em></p><p><em><em>Players fight to keep from having to make new characters in a game world, NPCs fight for their lives and souls in a world that is very real to them.</em></em></p></blockquote><p></p>
[QUOTE="frankthedm, post: 1942300, member: 1164"] A [B]13th level character [/B] that is behind 2 levels on HP in exchange for a 6d8 breath attack and +4 to hit and damage. Risky depending on how far you have to move from the party. Plus this says, "Wizard, I am coming for you" Big mistake thinking D&D is a video game where the monsters only hurt you by getting through your armor. Trip, Disarm and Grapple are there for this reasons. Though those are WEIRD stats, How did you figure those out? I have to question your math here, YOU are a 13th level character. If you are not including your own ECL, are you also forgeting other PC's ECLs? Those do count for challenge rating. And how many PCs are in your group? You use your stat modified saves to roll saving throws, not your base saves. The room the ice golems was in held the wizard right? Then I think your sucky will save should have saved your life [and if you knew what the spell could do, voluntarily fail that will save]. The rules relatively clearly indicate the 7th layer is closest to the wizard since it is the last to effect attacks and attackers aimed at the wizard. Prismatic Wall Abjuration Level: Sor/Wiz 8 Components: V, S Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Effect:Wall 4 ft./level wide, 2 ft./level high Duration: 10 min./level (D) Saving Throw: See text Spell Resistance: See text Prismatic wall creates a vertical, opaque wall—a shimmering, multicolored plane of light that protects you from all forms of attack. The wall flashes with seven colors, each of which has a distinct power and purpose. The wall is immobile, and you can pass through and remain near the wall without harm. However, any other creature with less than 8 HD that is within 20 feet of the wall is blinded for 2d4 rounds by the colors if it looks at the wall. The wall’s maximum proportions are 4 feet wide per caster level and 2 feet high per caster level. A prismatic wall spell cast to materialize in a space occupied by a creature is disrupted, and the spell is wasted. [i]Each color in the wall has a special effect. The accompanying table shows the seven colors of the wall, the order in which they appear, their effects on creatures trying to attack you or pass through the wall, and the magic needed to negate each color.[i] The wall can be destroyed, color by color, in consecutive order, by various magical effects; however, the first color must be brought down before the second can be affected, and so on. A rod of cancellation or a mage’s disjunction spell destroys a prismatic wall, but an antimagic field fails to penetrate it. Dispel magic and greater dispel magic cannot dispel the wall or anything beyond it. Spell resistance is effective against a prismatic wall, but the caster level check must be repeated for each color present. Prismatic wall can be made permanent with a permanency spell. Color Order Effect of Color Negated By [COLOR=Red]Red 1st Stops nonmagical ranged weapons. Deals 20 points of fire damage (Reflex half). Cone of cold[/COLOR] [COLOR=Orange]Orange 2nd Stops magical ranged weapons. Deals 40 points of acid damage (Reflex half). Gust of wind[/COLOR] [COLOR=Yellow]Yellow 3rd Stops poisons, gases, and petrification. Deals 80 points of electricity damage (Reflex half). Disintegrate[/COLOR] [COLOR=Lime]Green 4th Stops breath weapons. Poison (Kills; Fortitude partial for 1d6 points of Con damage instead). Passwall[/COLOR] [COLOR=DeepSkyBlue]Blue 5th Stops divination and mental attacks. Turned to stone (Fortitude negates). Magic missile[/COLOR][COLOR=Cyan] Indigo 6th Stops all spells. Will save or become insane (as insanity spell). Daylight[/COLOR] [COLOR=Plum]Violet 7th Energy field destroys all objects and effects.1 Creatures sent to another plane (Will negates). Dispel magic[/COLOR] 1 The violet effect makes the special effects of the other six colors redundant, but these six effects are included here because certain magic items can create prismatic effects one color at a time, and spell resistance might render some colors ineffective (see above). No knowledge? No one used even a simple Augury or other divinations? Then tough. He had his own cavern complex-warning 1, Simulacrum-warning 2. You rushed in his direction and attacked his guardians. He used his spells and minions effectively. Did the party also take hostile actions the first rounds? Were they interested in the wizards parlay? Did they sell you out after you died, saying your actions were yours alone? Players fight to keep from having to make new characters, NPCs fight for their lives and souls. Con drain is used on tanks to make their HP manageable with area effect spells. Players fight to keep from having to make new characters in a game world, NPCs fight for their lives and souls in a world that is very real to them.[/i][/i] [/QUOTE]
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