Sage Advice Collection

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  Ref  Ouvrage  Question   Reponse 
 141DR118 Dragon #118 Can a waterfall (or other loud sources of noise) negate the casting of a spell with a verbal component? Also, can a character cast a hold person on a character who has just gone over a waterfall to hold him under water and drown him?  Nope and nope. To negate a spell with a verbal component, one needs to stop the spell-caster from speaking. It doesn’t matter whether the target can hear the words — all that matters is that the words are spoken. The tremendous din of a waterfall would not affect a spell that requires a verbal component to cast, but a silence spell or a gag will prevent the spell from being cast. A waterfall does, however, drown out the noise of shriekers and the singing of harpies (the DM must decide how far from the waterfall one must be before normal hearing is restored). A hold person spell doesn’t work that way. It only prevents a person from voluntarily moving, and cannot stop the action of the moving water (and the body’s natural buoyancy) from bringing the person to the surface, where he can float (and breathe). 
 142DR052 Dragon #52 Can an evil cleric cast Cure Wounds spells? Can a good cleric use a Cause Wounds spell? What about clerics who are neutral with respect to good and evil? How do lawful neutral and chaotic neutral clerics behave with respect to undead? Do they befriend/command them as an evil cleric would, or do they turn them as a good cleric would?  Judging by the general guidelines of the AD&D alignment system, causing or promoting pain and suffering is an evil act, while counteracting or preventing that pain and suffering is a good thing to do. It’s not right to say absolutely that an evil cleric can’t use a Cure spell; healing another evil creature (or perhaps oneself) is not necessarily viewed as a good act when performed by an evil character. Likewise, a good cleric cannot always be condemned for using a Cause Wounds spell. Good clerics do use weapons, and the purpose of a weapon attack is the same as that of a Cause Wounds spell: If damaging or destroying an enemy is necessary to save your skin, then causing pain and suffering suddenly becomes a lot less evil — in fact, neither good nor evil, but neutral (in one’s own best interest). But in almost all cases, it’s best for clerics who want to remain in good standing with their deities to choose the version of a reversible spell that best fits their general philosophy and purpose. A good general guideline is given in the description of the reverse of the Raise Dead spell, Slay Living: “An evil cleric can freely use the reverse spell; a good cleric must exercise extreme caution in its employment...” In most cases where a reversible spell is distinctly good in one version and evil in the other, evil clerics have the most latitude in determining which version they’d like to learn. That’s what you get for being good. It can be much more difficult to play a cleric who is neutral with respect to evil and good, and much more taxing for the DM who must represent the deity that judges the appropriateness of the cleric’s actions. To make life simpler, a cleric’s deity may make it known that he prefers his followers to use one certain form of a reversible spell. When a preference is not specified, and no other circumstances prevent it, the cleric would logically be free to choose which version of the spell he wished to learn — and he would still be subject to the judgement of his god after he cast it (you never know what a chaotic neutral god will do). As far as dealings with undead are concerned, the same guidelines would seem to be applicable: The cleric and his deity have a choice of how to cause undead to react to them. A lawful neutral deity, for example, might feel more benevolent toward a ghost than a ghoul, because of the monsters’ alignments with respect to law and chaos. In encounters with such creatures, the actions of a cleric of that deity would be governed by the instruction he has received, or by the cleric’s decision on which course of action would be looked on most favorably by his god. Perhaps a non-evil, non-good cleric of sufficiently high level would be trusted by his deity enough to make “to turn or not to turn” decisions on a case-by-case basis, whereas a lower-level cleric would need an occasional suggestion or instruction — or perhaps might be allowed to learn from his mistakes. Because of the unique personal relationship which must exist between a cleric and his deity, it is impossible to make concrete judgements about any subject which involves this relationship. 
 143DR118 Dragon #118 Can any mounted character fire a bow weapon while riding a horse (or other mount)? Page 33 in the DSG seems to say that he can, while page 86 in the Wilderness Survival Guide says that only a character with riding proficiency can do this. Which is correct?  They’re both correct. Page 33 in DSG says that any character can fire a bow from a stationary mount. Rut the next sentence states that only a character with riding proficiency (and a bow weapon proficiency) can fire a bow weapon from a moving mount. 
 144DR039 Dragon #39 Can centaurs read scrolls? Can a centaur leader have psionic ability? Can a centaur be raised from the dead?  Whether or not a centaur can read scrolls will depend on how the DM has the campaign structured. Perhaps such ability would be possible in centaurs with above-average (for centaurs) intelligence, as long as such a creature had some formal training in reading. Under no circumstances can centaurs possess psionics, nor can they be raised from the dead. 
 145DR042 Dragon #42 Can evil Clerics turn good creatures such as Lammasu and Shedu?  According to page 66 of the Dungeon Masters Guide, “ . . . A Cleric of the opposite alignment may attempt to negate the effects of a Cleric who has affected undead or other creatures.” This would seem to indicate that such turning or control is possible, but as with a paladin’s being turned, it should only happen between chaotic evils and lawful goods and chances of success should be roughly equivalent to the paladin turning system. 
 146DR076 Dragon #76 Can half-ogres be barbarians?  They can behave in a barbarous fashion, but cannot be of the barbarian character class. They lack the dexterity and agility of humans and cannot perform many of the barbarians’ basic skills. Half-ogres could, however, be raised in barbarian tribes and be considered members of such a tribe, though they would still be of the fighter class. 
 147DR131 Dragon #131 Can humanoid monsters use wands and other magical devices?  No, but witch doctor or shaman types (if allowed for the humanoid race in question) can do so; see page 40 of the DMG. 
 148DR131 Dragon #131 Can humanoid monsters use weapon specialization?  No; weapon specialization is for the fighter class only. I suppose, however, that some very extraordinary and rare humanoids might actually have fighter training, and so could specialize. 
 149DR043 Dragon #43 Can magic-users bring their spell books into dungeons or on overland adventures?  It is perfectly all right to bring spell books anywhere one wishes, but those who are wise will realize several factors which would discourage this action. From page 39 of the DMG, one sees that a great deal of uninterrupted time is needed to recover spells, and this time cannot be taken in a dungeon filled with wandering monsters. Area-effect spells like lightning bolts and fireballs will ruin books that are very expensive to replace (check page 115 of the DMG for details on cost). Damage can also be taken from creatures like blue dragons and black puddings whose attacks eat away at materials. Simple traps like falling into a pit filled with briny water can also take their toll on the pages of a spell book. 
 150DR078 Dragon #78 Can molecular agitation be carried out on any visible object, even if seen through a crystal ball, wall of force, by clairvoyance, and so forth? Also, if a creature only possesses a small quantity of metal, can it still be burned if this metal is heated?  The range of the molecular agitation discipline is “sight,” but this means literally and strictly visible, not including objects seen with the aid of an item that enhances or detects the object’s image when the object cannot normally be seen (whether it’s behind the next door or on a distant deserted island). When actual (normal, not infra- or ultra-) vision is concerned, the DM will have to arbitrate what can and cannot be seen at a distance; for instance, a character could not eyeball the iron buttons on an orc’s jacket at a range of 300 yards. A crystal ball or the power of clairvoyance, then, cannot be used in conjunction with molecular agitation. The employment of a wall of force will indeed block the use of this discipline, as will anything similar (such as a cube of force). Objects seen through non-magical windows, though, can be affected by this power. Creatures that have only a small amount of metal on their “persons” may, at the DM’s discretion, take lesser amounts of damage from this power; if the iron buttons on the orc’s jacket were the only metal items the creature had, perhaps it would only take 1 hit point of damage per round (at most) until the jacket was discarded. 
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