Vorpal Sword = death effect?

Another way to think of it:

Using a Vorpal weapon does work against a Hydra and will slice off its head, but that will not kill the creature. So how can it be a death effect in this case?

Vorpal just means it beheads the opponent. It just so happens that most creatures die when losing their head. For those that do not, Vorpal weapons are no big deal.

I think of Vorpal as effectively doing a huge amount of damage. If the creature is a type that would die if it lost its head and the attack roll is high enough to behead, then the creature takes enough damage to reduce its HP to -10 (or whatever is appropriate for your campaign). Of course, the creature dies, but it is just like you hacked away in combat for a bunch of rounds, which clearly is not protected by death ward.

Strictly speaking, this means only things with the [Death] descriptor are prevented by Death Ward, but there are probably some things not marked this way that should qualify because Wizards did not apply descriptors as diligently as they should have. Since we have evidence that the descriptors are being cleaned up and new ones will be added in 3.5, I expect that this will be more clear in 3.5 -- you should just be able to see if the [Death] descriptor is listed.

Things that would be prevented from death ward include: circle of death, destruction, finger of death, slay living, power word kill, the death ray of a catoblepas or beholder, a banshee's wail (or the spell of the same name), an assassin's death attack, or anything else with the [Death] descriptor.

Things not included are: death from hp or ability damage (e.g. poison or disease), drowning or suffocaiton, coup de grace, disintegration, petrification.

In general, if it does not include the [Death] descriptor, you should assume it is not a death effect. There are probably some cases that could be judgment calls though -- I would rule that a blow from a Nine Lives Stealer sword or use of a monk's Quivering Palm ability would qualify as a death effect, even though it does not specifically say so.

And Kraedin is right, the new name for death spell is obviously circle of death -- it is almost identical to the 2E death spell in the way it works. Even though this it isn't official, I think it's obvious what the designers meant.

I agree with Quinn too. You should not infer characteristics of a magical item based on the spells used to create it -- you should only look at the description itself. When Monte created the DMG, he simply tried to pick spells that made sense for the items, and obviously there is no Decapitation spell, so he just picked something close.
 

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Right. Phantasmal Killer causes death from fear -- the phantasm itself is not real. In effect, the illusion fools your own brain into killing you.

The distinction can be razor-thin here, but I believe Hypersmurf's opinion is the correct ruling -- death from a phantasmal killer is not prevented by death ward. (IRL, you probably will want to check with your DM to see how he interprets this.)

It's worth mentioning that any spell or effect that guards against fear effects would be effective in stopping phantasmal killer, since it is a fear effect.
 
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1. Death ward doesn't protect against a vorpal sword.

2. For once I am in complete agreement with Hypersmurf about the phantasmal killer spell.
 
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Well it's really simple to figure out if something is a death effect. If it's a spell, you just look and see if it has the [death] descriptor in it. If it doesn't, it's not a death effect.

For special abilities, it's generaly not a death effect unless it specificaly states that it is. For example under the death touch domain power it specificaly states that it is a death effect. However it might not surprise me if their were cases with monster abilities where they didn't elaborate on it being a death effect when it probably should be.
 

Death Ward protects against Vorpal Weapons is my interpretation.

I would allow a Death Ward to protect against any magic item that had a special instant kill effect that was based on a magic spell that involved death (Circle of Death, Finger of Death, Death Spell, etc.).

On the other hand, if the magic item just TK'd 2 million pounds onto your character and squashed him flat, I wouldn't allow death ward to do anything.

Likewise, if the evil baddie used a keen sword to hit you with a very nasty critical hit that took you to -10 hp, you are out of luck.

Tom
 

Endur said:
I would allow a Death Ward to protect against any magic item that had a special instant kill effect that was based on a magic spell that involved death (Circle of Death, Finger of Death, Death Spell, etc.).

So does that mean flaming weapons explode in a 20-foot radius spread, dealing 10d6 points of damage every time they hit something, and they do so because one of the possible spells involved in their creation is fireball?

I'm not trying to be a jerk. I'm just having a hard time wrapping my head around your point of view. I tried, and that's the wall I ran into.
 
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I think that's an acceptable way of looking at it - given that D&D doesn't have hit locations, the whole bit about Vorpal weapons lopping off heads is a bad bit of rules to begin with.

Although I'm probably not objective about this, since I don't allow Vorpal weapons at all...
 

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