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Messages - NunoM

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1
D&D 5e / Re: Spell fluff vs. RAW
« on: February 01, 2019, 03:04:53 PM »
Okay, thank you for the input.

*Closing topic*

2
D&D 5e / Re: Spell fluff vs. RAW
« on: January 29, 2019, 08:12:33 PM »
This is akin to asking if being blind makes you immune to any spells that use light.

Actually, I'd say it's more akin to Darkness making you immune to light-based spells, but I see your point.

Drawing a picture, can we say that even if Darkness is covering you, you still feel the heat of the "sun" (i.e. the point of origin for "Sickening Radiance")?

3
D&D 5e / Spell fluff vs. RAW
« on: January 29, 2019, 06:49:05 PM »
Hi all, it's been a while since I last posted in this forum, so i'm not exactly sure if this is the place to post this question, but here goes...

Straight to the point, does the spell "Shadow of Moil" somehow protect the caster from the effects of "Sickening Radiance"?

Both are 4th level spells from "Xanathar's Guide to Everything", and here's the text for them (emphasis mine).

Quote
Shadow of Moil

Flame-like shadows wreathe your body until the spell ends, causing you to become heavily obscured to others.
The shadows turn dim light within 10 feet of you into darkness, and bright light in the same area to dim light.
Until the spell ends, you have resistance to radiant damage. In addition, whenever a creature within 10 feet of you hits you with an attack, the shadows lash out at that creature, dealing it 2d8 necrotic damage.

Quote
Sickening Radiance

Dim, greenish light spreads within a 30-foot-radius sphere centered on a point you choose within range.
The light spreads around corners, and it lasts until the spell ends.
When a creature moves into the spell’s area for the first time on a turn or starts its turn there, that creature must succeed on a Constitution saving throw or take 4d10 radiant damage, and it suffers one level of exhaustion and emits a dim, greenish light in a 5-foot radius.
This light makes it impossible for the creature to benefit from being invisible. The light and any levels of exhaustion caused by this spell go away when the spell ends.

Now, I realize that some protection is granted, given that "Shadow of Moil" provides resistance to radiant damage (the same dealt by "Sickening Radiance"), but the fluff seems to indicate that the light created by the spell is causing the damage. Given it's dim light, and "Shadow of Moil" turns that light into darkness near the caster... how does that work?

Is the fluff mightier than the RAW in this case?

Thank you in advance for the input.

4
Gaming Advice / Re: [5E] Repelling Blast invocation questions
« on: October 29, 2015, 10:04:47 PM »
<bump>

5
Gaming Advice / Re: [5E] "Hunger of Hadar" & Devil's Sight
« on: October 27, 2015, 05:57:18 PM »
Aye... Those are some of the gaps i'm slowly finding (and getting my head around) in 5E.

Thanks for the input, guys!

6
Gaming Advice / Re: Can you stack energy resistance?
« on: October 26, 2015, 07:43:30 PM »
General rule: no stacking. Only the higher one applies. Multiple sources of resistance, either from race or spell, wouldn't contradict this rule.

There's an abundance of quotes on this already, in this thread.

The only way i see it being (somewhat) acceptable by a DM, is to have a kind of suit that grants resistance as well. I mean, "real worlding" this: if you had a tough enough skin to resist fire and were wearing a fire resistant material suit, the fire would have to burn through the suit first and then bypass your own resistance to hurt you, right?

EDIT: on the other hand, if the fire was strong enough to burn through a fire resistant suit and your skin wasn't, you would burn. So the general rule kind of makes sense :)

Just my 2 cents...

7
Off Topic Fun / Re: Letter Swap Game v6
« on: October 25, 2015, 10:14:55 PM »
tread

g -> r

8
Gaming Advice / [5E] Repelling Blast invocation questions
« on: October 25, 2015, 06:49:03 PM »
1. Can the warlock choose not to use the power granted by repelling blast? In other words, can the char choose not to push the targets back, or is it absolutely passive, so it works all the time?
2. In higher levels, if a target is hit by, say, 3 eldritch blast rays from the same casting, is it pushed back 30ft.? Or only 10ft.?

Thanks in advance for your answers!

9
Gaming Advice / Re: [5E] "Hunger of Hadar" & Devil's Sight
« on: October 21, 2015, 09:01:54 PM »
Thanks!

I thought so, too, but i was somehow under the impression that the fluff in the spells was more regarded in 5E. The spell seems to create a "hole" to another dimension, that's the reason for my doubts. If the hole was indeed created, it could stand to reason that the warlock wouldn't be able to see past it.

Anyway, glad to know it isn't so (unless someone contradicts this <nudge, nudge> ;))

10
Gaming Advice / Re: [5E] "Hunger of Hadar" & Devil's Sight
« on: October 21, 2015, 06:32:28 PM »
erm... Really? No recently converted 3.5E to 5E enthusiasts around? :tongue

J/k, but my first (real) 5E char is a Warlock (and i never, ever played a warlock before) so i'd really like to be sure, before i start arguing a rule with the DM next Friday.

Thanks again!

11
Gaming Advice / [5E] "Hunger of Hadar" & Devil's Sight
« on: October 19, 2015, 07:41:36 PM »
Is Hunger of Hadar a darkness spell? Can Devil's Sight see through, and past it?

Thank you!

12
Gaming Advice / Wand chamber in animated shield
« on: April 02, 2015, 04:25:42 PM »
Howdy all, long time no read!

As the subject says, how would you rule a wand chamber in an animated shield? Could a character still use a wand in the chamber as the shield floats 2ft away?

Thanks!

13
Gaming Advice / Re: Defensive Sweep and reach
« on: October 14, 2014, 03:21:21 PM »
I'll check my DM(s) about this...

I've just purchased an Eternal Wand with "Heroics" for my glaive wielding Duskblade, with "Combat Reflexes". It'll be awesome, if it's ruled as "area threatened" instead of "adjacent"!

14
Gaming Advice / Defensive Sweep and reach
« on: October 12, 2014, 09:59:44 PM »
Apparently the designers of "Defensive Sweep" didn't take into account that some creatures and weapons have reach!

Would it be plausible to assume that opponents that remain in threat range, could suffer the AoOs from this feat? Or would that make the feat overpowered?

15
Gaming Advice / Re: [3.P] Melee and ranged attacks spells?
« on: October 09, 2014, 07:10:37 PM »
Off the top of my head (don't have much time to reply now, sorry...)
1. "Chill Touch" is a multiple touch spell.
Any other touch spell is technically a melee weapon until discharged.
Some spells, like "Beast Claws" give you natural attacks and you can also gain those with "Alter Self".

2- The "Light of..." series of spells allows you to throw a couple of rays during it's duration.

16
Gaming Advice / Re: Need to increase CC Bardic Knowledge check
« on: October 08, 2014, 08:12:25 PM »
AFAIK, anything that boosts Knowledge checks would help, right?

I hope so... Off the top of my head:
- the "Collector of Stories" skill trick might work, if you're trying to know anything about the creature itself. Grants +5 (competence) on the knowledge check
OR
- "Tome of Worldly Memory" (MIC, p. 190) grants a +5 (competence) on the check
- "Book of All Knowledge" (Complete Champion, p. 142), +10 (insight) on the check if studied for 2d4 hours. Only 1d4 hours if your deity is Boccob.

Spells:
- Guidance of The Avatar - If it's a skill check, you won't need anything else but this +20 competence bonus.
- Divine Insight: At your level it's a +12 insight bonus to the check

17
Cast it on:
- your reduced invisible familiar and have him walk around
- the party rogue, even better if it's a Thief Acrobat
- yourself, then swift activate "Boots of Temporal Acceleration" to move around for 2 rounds. The enemies are moving too slow to react to your movement through their square.

18
Gaming Advice / Re: Knowledge Devotion and special attacks
« on: October 08, 2014, 12:13:59 AM »
So, summing up:

- You can use the bonuses to attack from KD on special attacks like Trip, Disarm and Sunder. EDIT: Actually, for Sunder, the consensus seems to be that the bonus for damage applies as well...

That closes the topic! Thanks for the input guys!

19
Gaming Advice / Re: Knowledge Devotion and special attacks
« on: October 07, 2014, 02:39:51 PM »
Of course, when used with ability damage and the like, it would manifest as negative energy damage to HP, and not bonus damage to ability scores.

Actually, i have mixed feelings about this... If KD is anything like the "Point Blank Shot" feat (in the sense that it also gives a bonus to attack and damage), "Complete Arcane" specifies:
Quote from: Complete Arcane p.73
Point Blank Shot: You get a +1 bonus on attack rolls and damage rolls with ranged spells that deal hit point damage at ranges of up to 30 feet. Spells that deal only ability damage, bestow penalties on ability scores, or deal energy drain gain a +1 bonus on their attack rolls but get no bonus on damage.
(emphasis mine)

20
Gaming Advice / Re: Energy affinity/substitution and Reserve feats
« on: October 07, 2014, 02:21:22 PM »
Energy Affinity is great for dealing other damage when gaining benefits from the old energy type (ex. Ring of Mystic Fire on a acid-dealing fireball)

Really?! Is that how it works?
I thought it changed the descriptor itself, hence preventing the use of items/feats/whatever that affected the previous energy type... Now i'm confused.  :???

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