Sage Advice Collection

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 360DR054 Dragon #54 Are demons and devils immune to Sleep and Charm spells, just like the undead are?  Not exactly, although the end result is about the same. Demons and devils are not by nature immune to Sleep and Charm spells- except for the manes and lemures, which are specifically described as being immune to both those types of magic. The rest of the ranks don’t need to be “made” immune to Sleep spells — they already are, because the spell only affects creatures of up to 4+4 hit dice, and none of the demons or devils (except for manes and lemures) has a hit-dice figure lower than 5+5. Demons and devils are technically vulnerable to the effects of a Charm Monster spell, but the percentages aren’t exactly in favor of the character who tries to use such a spell -and keep it working after it is cast. Considering the magic resistance of demons and devils, plus the fact that they get a saving throw against the spell even if their magic resistance fails, plus the fact that they can successfully “break” the charm after it is cast, the odds are definitely against the spell caster. For example, consider an 11th-level magic-user trying to snare a “lowly” Type I demon with Charm Monster: The demon has a 50% chance (magic resistance) of being unaffected, a 35% chance to make a saving throw vs. the spell even if its magic resistance fails, and a 45% chance per week thereafter of snapping out of it. That all adds up to less than an 18% chance that the spell will succeed and be effective for longer than one week. The chance of success is a lot lower for the most powerful demons and devils, and it would not be improper for a DM to simply rule that the “big names” (Demogorgon, Juiblex, Orcus, Yeenoghu, Asmodeus, Baalzebul, Dispater, Geryon) are effectively immune to the spell. The idea of being able to bring one of the demon princes or arch-devils under control by means of a mere 4th-level spell is hard to accept. 
 361DR031 Dragon #31 In GODS, DEMI-GODS AND HEROES it says that a forty-plus level character is ridiculous. In our game we have two characters that are at one thousand-plus level. This happened in “Armageddon,” a conflict between the gods and the characters. Of course, the characters won. What do you think about that?  Not much. I don’t know whether to laugh or cry. I will repeat: A forty-plus-level character is ridiculous. We feel that you must advance one level at a time, not a whole bunch at once. I don’t understand how or what happened or even if all the gods were in this battle, but if you enjoy playing this way, feel free to do so. I don’t want to spoil your fun. 
 362DR053 Dragon #53 If a monk’s alignment changes from lawful to neutral or chaotic, does he become a thief?  Not necessarily. A monk whose alignment changes with respect to law and chaos “loses all monk abilities and must begin again as a first-level character,” according to the Players Handbook. The character’s new class can be anything else. It stands to reason that most “defrocked” monks would choose to be a fighter, cleric or thief, because the prime requisites for those classes are the abilities for which a monk must always have above-average scores. But it’s not impossible for a monk character to have a high intelligence as well as the other high scores, in which case that character might decide to begin again as a magic-user. 
 363DR071 Dragon #71 ASTRAL, Movement and Combat: Since all movement depends upon simply thinking about moving, couldn’t a character dodge a blow by literally thinking himself out of the way?  Not really; the ability to dodge blows in this fashion is subsumed in the normal armor class adjustments involving dexterity. The higher dexterity one has, regardless of intelligence, the better one’s nervous system is at responding to mental commands to move. (Think of dexterity as analogous to reaction time.) One astral character could “swoop down” at another character and strike as he flew past, but unless the target character is preoccupied, he or she will get a chance to strike back, too, at normal odds “to hit.” 
 364DR060 Dragon #60 In the Players Handbook, it is stated that elves and halfelves are 90% and 30% resistant to sleep and charm spells. What spells are considered charm spells?  Obviously, the only charm spells where the elves’ resistance makes a difference are those which have a chance (even a small one) of affecting them: The druid spell Charm Person or Mammal and the magic-user incantations Charm Person, Charm Monster, and Mass Charm. There are other charm spells, of course (Charm P/ants, for instance), which can’t affect elves or any other humanoids or creatures. Certain magic items can also charm, and since most of those magic items are described in terms that equate them to charm spells, it’s logical and reasonable to have elves’ and half-elves’ resistance apply to the effects of these items as well, even though the Players Handbook does specify that the resistance is to charm spells. These items include the Potion of Human Control, Philter of Love, Ring of Human Influence, Rod of Beguiling, Staff of Command, Eyes of Charming, and any magic sword with the Extraordinary Power of charm person. Note also that elves are resistant to the charming caused by a bard’s singing and playing, which according to the Players Handbook “does not negate any immunities” to such effects. 
 365DR126 Dragon #126 How many points of strength or constitution will a PC gain if he spends nonadventuring time exercising?  Officially, none. All character classes are assumed to exercise to a degree appropriate to their professions. The less-physical classes fill in their nonadventuring time with study and mental exercises. Note that the cavalier class, as given in Unearthed Arcana, can improve some of its characteristics over time. 
 366DR118 Dragon #118 Say, what's up with the DSG proficiencies system? The modifiers for increased skill seem to penalize rather than reward, and the conditions for doing a great job seem to be exactly wrong. What gives?  OK, OK, OK, already! You’re right — there is something wrong with the DSG nonweapon proficiency system. Our thanks to all the players and DMs who wrote (more or less politely) and informed us of this fact. The original system was changed during the final playtesting period that took place while the book was being edited. We went through the manuscript and thought we had caught all the places where the text needed to be changed. We missed a couple of simple ones, and this caused a tremendous problem in the system. The solution is simple. The column on Tables 11 and 13 (pages 25 and 26, respectively) that reads “Die Roll Modifier” should read “Ability Modifier.” Also, every place you see “die roll modifier” in the Proficiencies section, change it to “ability modifier.” This is what was originally intended, so that adding proficiency slots improves your character’s skills. Notice that the proficiencies with negative modifiers are the most difficult to master in this corrected system. The second change that needs to be made involves the discussions of Proficiency Checks that grant extraordinarily good or bad results (these unusual results come from the Proficiency Check roll itself, not from a separate roll to determine extraordinary success or failure). The numbers mentioned in those passages should be reversed (i.e., change “1” to “20,” “20” to “1,” “3 or less” to “18 or greater: etc.). For example, at the top of page 26, it says that a roll of 20 increases the range of the bow or arrow by + 2”. This should say that a roll of 1 grants this increase, Similar passages also exist in the weaponsmith and direction-sense proficiencies. And don’t forget to change the paragraph on page 23 (right above the “Construction Time” heading) to say that a check of 18 or greater is a failure! 
 367DR056 Dragon #56 The Players Handbook says that bards-to-be must switch to thieving before attaining 8th level as a fighter. A footnote on page 181 of the DMG indicates that a bard could have 8th-level fighting ability. Of course, this only makes a difference if one opts for the special note regarding fighters’ progression on page 74 of the DMG. Please clarify.  Okay, I’ll try. The Players Handbook does stipulate that bards must stop gaining experience as fighters prior to attaining 8th level. But it also says that bards are subject to the effects of “magical books/librams/tomes which pertain to druids, fighters or thieves,” and these magic items can raise the effective fighting or thieving level of the bard beyond the usual limits. Thus, a bard who has 7th-level fighting ability and comes under the influence of the effects of a Manual of Puissant Skill at Arms will operate at the 8th level of fighting ability for as long as the manual’s benefits remain in effect. A bard is limited to “between the 5th and 9th level” in his advancement as a thief, which the sage interprets to mean that the bard-to-be must stop at the 6th, 7th or 8th level of thieving ability — between, but not including, 5th and 9th. Yet the same footnote on page 181 of the DMG allows for bards with 9th-level thieving ability — and it is possible for a bard to obtain that effective level of ability by settling down with a Manual of Stealthy Pilfering, providing he had 8th-level thieving ability to begin with. It’s also worth noting the table on page 181 of the DMG, to which the troublesome footnote refers, is designed to generate non-player characters for an encounter and has no bearing on the definition of a bard as a player character. If you don’t want to assume a non-player character bard with 8th-level fighting ability has gained that ability magically, then you can assume it is possible for a non-player character bard to have powers and abilities far beyond those of a normal (player character) bard. For justification of this position, see the “Adjustments to Ability Dice Rolls for Non-Player Characters” on page 100 of the DMG; many of these bonuses apply only to NPCs, and the overall effect is to make non-player characters generally more formidable (in some respects) than a player character of the same class and race. In some cases, this means non-player characters can possess ability scores higher than the maximum attainable by a player character. By the same reasoning, a NPC bard might have a higher fighting or thieving level than it is possible for a player character to possess without magical assistance. 
 368DR078 Dragon #78 How often should a character check for possession of psionic abilities?  Once when the character first begins play; afterward, psionics checks are made only when powerful magics or special circumstances permit this to occur; see the next question. 
 369DR048 Dragon #48 In the ninth-level Magic- User spell Power Word, Kill the spell description states, “The power word will destroy a creature with up to 60 hit points, or it will kill 2 or more creatures with 10 or fewer hit points...” How should the word “destroy” be interpreted, as “blown out of existence” or “merely killed”?  One way to answer this question is to refer to the description of the sixth-level MU spell, Death Spell. That spell’s description states that affected creatures are slain “instantly and irrevocably,” which means without possibility of resurrection. Since Power Word, Kill is a more powerful spell than Death Spell, it is reasonable to assume that victims of that spell are also not able to be resurrected. Whether or not they are literally “blown out of existence” depends on the nature of the creatures(s) destroyed, but in any event victims are not “merely killed.” 
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