Sage Advice Collection

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 41DR071 Dragon #71 ASTRAL, GENERAL TOPICS: How is it possible to drown on the Astral Plane if characters do not need oxygen? Experiments have been conducted recently In which creatures have had one lung filled with water with no ill effects, and some animals have been fitted with artificial gills to enable them to breathe water easily.  For purposes of this model of the Astral Plane, it is assumed that astral characters do not need to breathe in order to stay alive but they must have their lungs clear of foreign material and exposed to the astral medium (the “air” of astral space.) The initial entry into astral space is sufficient to cause one’s lungs to be filled with this medium, and from then on breathing is unnecessary. But if water gets into an air-breathing character’s or creature’s respiratory system, it will evenly coat (in this weightless environment) all of the system’s air passages and prevent the astral medium from providing its life-sustaining qualities. 
 42DR071 Dragon #71 ASTRAL, GENERAL TOPICS: Okay, if you can drown on the Astral Plane, then can you prevent it by holding your nose?  This is assumed in the action of the saving throw vs. breath weapon to keep from drowning; success means the character was able to cover his/her nose and keep the mouth shut. Inventive characters may develop nose plugs, but it is still suggested that a roll of 1 as a saving throw be a failure, indicating that the nose plugs came loose or fell out, or something else went wrong mechanically. Goggles would similarly help prevent blindness for someone caught in a dig spell’s effects, but a saving throw of 1 would indicate that a piece of dirt found its way past the goggles, or whatever. Nothing’s a sure thing. 
 43DR071 Dragon #71 ASTRAL, Magic Alterations: Couldn’t clerics who worship a deity who lives on the Astral Plane be allowed to recover spells more than once?  To every rule (see the preceding question) there is always one exception, and this (ahem) is one such. Clerics — but not magic-users or illusionists — whose object of worship normally resides on the Astral Plane may repeatedly recover spells while astral, though the above-stated time limits still apply for each recovery period. 
 44DR071 Dragon #71 ASTRAL, Magic Alterations: How do native astral races like the githyanki recover spells they cast?  The githyanki and other native astral races who cast spells can, because they have fully adapted to the astral environment, recover any spells they use as often as desired. Visitors from the Prime Material Plane will never be able to pick up this adaptation, a wish notwithstanding. Recovery times, as described above for magic-user and cleric characters, still apply. 
 45DR071 Dragon #71 ASTRAL, Magic Alterations: How long does it take to recover spells for casting astrally?  The spell caster, whether praying for a spell or reading from a spell book, will find that it takes the same amount of time to recover spells in the Astral Plane as it does normally (see p.39-40, DMG), but instead of sleeping the spell-caster must remain at rest, unmoving, for the stated length of time. As mentioned in the original article, spell casters may only attempt to gain new spells once during any single astral journey; the peculiar magical properties of the plane make it impossible for normal spell casters to gain any new spells after that. 
 46DR071 Dragon #71 ASTRAL, Magic Alterations: If magic items from the Prime Material Plane are reduced in effectiveness when taken to the Astral Plane or one of the Outer Planes, would not items made upon an Outer Plane be reduced in effectiveness if taken to the Astral or Prime Material Plane?  Sure, although there should be a limit to the reduction in effectiveness. Prime Material magic items suffer a loss of one magical “plus” when taken to the Astral Plane, and two such steps when taken to any Outer Plane. The reverse should also be true of items coming from a particular Outer Plane. If a demon prince made a +5 weapon on Plane #423 of the Abyss, the weapon would still be a +5 weapon anywhere in the Abyss, but would be a +4 weapon on the Astral Plane and a +3 weapon on the Prime Material Plane. Some interesting adventures might be arranged around magic weapons which, on the Prime Material Plane, are quite weak, but which pick up additional and unexpected powers the closer they are taken to their home planes. 
 47DR071 Dragon #71 ASTRAL, Magic Alterations: Specific Spell Alterations  Below are listed certain spell alterations that are further clarified or corrected from the original presentation:
  • Cleric spells:
    • Commune, Divination, Spiritual Hammer — The Astral Plane is not considered “neutral territory” to the gods, as the Prime Material Plane is. Spells like commune, divination, and spiritual hammer will not function astrally — unless the cleric’s deity lives on the Astral Plane — because to succeed, they require direct intervention by the deity or a minion of the deity. The gods who inhabit the Astral Plane would take offense if such a thing were allowed to happen — so it does not happen.
    • Word of Recall — This spell will work on the Astral Plane — if the cleric’s deity lives on that plane, and if the cleric using the spell has a stronghold on the Astral Plane as well. In such a case, the cleric may use word of recall to instantly move from any point on the Astral Plane to a place within the astral stronghold that has a solid “floor.”
  • Druid spells:
    • Chariot of Sustarre — The chariot does not come from the Elemental Plane of Fire, and so can appear astrally.
    • Conjure Elemental — See comments under “General Topics” earlier in this article.
  • Magic-user spells:
    • Anti-Magic Shell — Magic-using creatures native to the Astral Plane may use this spell normally.
    • Conjure Elemental — See comments under “General Topics” earlier in this article.
    • Find Familiar, Monster Summoning — Note that these spells do not open an inter-planar gate, but simply attract creatures residing on or passing through the Astral Plane.
    • Teleport — Use of this spell, or a magic item which is similar in nature, is allowed if one is attempting to teleport within the Astral Plane to a solid surface, such as a matter island or a fortress.
    • Tenser’s Floating Disk — The original article was in error about the usage of this spell and its after-effects; when the spell duration ends, anything the disk was carrying will follow a straight-line path at a constant velocity, moving at the same speed the now-expired disk was maintaining.
 
 48DR071 Dragon #71 ASTRAL, Magic Alterations: Wouldn’t magic items that depend on energy from the Positive and Negative Material Planes be reduced in effectiveness if taken into astral space?  Yes, but most of these effects are assumed to be accounted for in the general magic-item alterations. A sword of life stealing, +2 would become a sword of life stealing, +1 astrally and a non-magical sword on any Outer Plane; it is assumed that such a sword has some kind of innate link anyway with the Negative Material Plane. Part of the problem in answering this question is that it is not clear which weapons and items, if any, get their magical energy directly from the Positive and Negative Material Planes and which do not. The question can be dropped for the present without affecting the play of the game, however. 
 49DR071 Dragon #71 ASTRAL, Movement and Combat: If a magic-user has a familiar, how fast can the familiar travel astrally?  Familiars (but not pets) are assumed to be able to travel at a velocity based on the magic-user’s intelligence if they are within 12” of the magic-user; beyond that range, they move at a rate based on their natural intelligence score. A minimum score of 2 (for a 2” movement rate) is suggested, even for a creature type of animal intelligence, since the Players Handbook says familiars are “abnormally intelligent.” 
 50DR071 Dragon #71 ASTRAL, Movement and Combat: If an astrally projecting character is wounded but survives to come back to his or her material body, is all the damage taken removed?  No. The psychic trauma of being wounded will still be present; though the material body will be unharmed, the person will appear exhausted and may possibly have sympathetic or imaginary pains in the parts of his or her body that received the wounding. Normal recovery times apply, and magical spells or potions may be used to restore lost hit points. 
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