Sage Advice Collection

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 201DR060 Dragon #60 An 8th-level monk is reincarnated into a half-elf; does he still retain his thief abilities and 4 damage? If an elven fighter/magic-user/thief had reached the maximum levels allowed by race and suddenly was changed into a human (permanently), would he still be bound by the previous racial restrictions?  Reincarnation is handled the same way whether the effects are due to the druid spell Reincarnate or the magic-user spell Reincarnation. If the form of the incarnation is a creature type that can be a player-character race, then the character must be generated from scratch, just as if it were a new character. The description of the druid spell in the Players Handbook specifies that “If an elf, gnome or human is indicated (by the dice roll), the character must be created.” The reason those three races are mentioned specifically is that those are the only three player-character races on the list of creature types possible with the druid spell. However, the list of creature types given under the magic-user spell also includes dwarves, half-elves, halflings, and half-orcs — all the other races a normal player character is allowed to choose from. And there is a slim chance for any of those incarnations to be the result of a druid spell, too, if the roll on that table results in reference to the M-U reincarnation table. The same rule applies for all reincarnations: If the character created by the spell effect is a playercharacter racial type — even the same race as the original character — then the abilities and characteristics of that character must be determined just as if it were a brand-new adventurer. So, a monk reincarnated into a half-elf cannot remain a monk, or retain any of the abilities of that class. The character is a half-elf of unspecified (until they’re rolled up) abilities and characteristics, and is bound by all the class restrictions and racial limitations which normally apply to that race. An elven (or any other non-human) multiclassed character reincarnated into a human can no longer be multiclassed; like it says in the description of the druid spell in the Players Handbook, “the class they (reincarnated characters) have, if any, in their new incarnation might be different indeed.” Except for the fact that the reincarnated character “will recall the majority of his or her former life and form,” a reincarnated character is essentially an all-new adventurer. Maybe you don’t like the idea of your 10thlevel paladin coming back to life as a gnome — but isn’t any life better than no life at all? 
 202DR062 Dragon #62 Will a Clone spell alone restore a character to life when death has occurred and the body has not been recovered? Is there a limit to the number of times a Clone spell may restore a character?  Based on the spell description, there is nothing to prevent a character from being “resurrected” by a Clone spell once or more than once. The Players Handbook says that “if the original and a duplicate exist at the same time, each knows of the other’s existence.” This indicates that a clone can exist at a time when the original person is no longer alive. A character with foresight — and a good friend who is capable of casting the Clone spell — could do worse than to leave a little of himself or herself behind before going off on a perilous adventure. Note that the flesh sample needed as the material component of the spell must be obtained from the person to be cloned while that person is alive in order for the pseudo-resurrection to be effected: “The clone will become the person as he or she existed at the time at which the flesh was taken,” which means that a flesh sample from an already-dead person will yield only a clone that is just as dead. In order to properly monitor the chance for success of such a cloning attempt, the DM may make certain stipulations (which players may or may not be aware of). Assuming that some trace of “life” must remain in the flesh sample in order for the spell to work, a means of storing and preserving the sample(s) must be devised and maintained. Flesh that is allowed to decay and/or dry out could spoil the spell casting. It might be difficult, if not virtually impossible, for two clones of the same person to be created non-simultaneously: Since it takes 2-8 months for a clone to grow after the spell is cast, and at least some measurable amount of time thereafter for the first clone to die, the flesh sample used for a second clone must have been preserved for at least 2 months longer than the first sample. There are only a few methods or devices which might make preservation possible for such an extended time. If a character dies and, subsequently, two clones of that character come into existence at the same time, the two clones would logically “each desire to do away with the other,” with the results as described in the Clone spell description. One way or the other, no two clones of the same character can coexist for longer than one week, because the clone created most recently would look upon the first-created clone as if he or she were the original person. 
 203DR062 Dragon #62 Why may a person survive teleporting into liquid or gas but not into a solid? Can a person teleport beside an opponent so that his weapon would be lodged into the opponent’s head, thereby causing instant death?  A liquid or gas can be displaced when a solid is introduced into it, the same way that you can sit in an empty bathtub or in one that contains water. It doesn’t work the same way with two solids; they don’t “mix,” just like you can’t take a bath inside a block of ice. The technical description or interpretation of what happens really doesn’t matter: The point, for playing purposes, is that a mass being teleported is not able to properly rematerialize inside a solid. Persons and/or objects that teleport low and end up inside a solid suffer “instant death,” of a sort such that only a Wish or similarly strong magic might be able to negate. The DM may interpret the risks of teleportation liberally enough to allow characters a chance of surviving certain “low” results. For instance, someone trying to teleport to the top of a sand dune might not suffer “instant death” on a “low” result, because it might be assumed that the sand can be displaced by the teleporting mass. But in the best of such circumstances, the person(s) teleporting would be buried and immobilized under 10 feet of sand, which means that whether or not the teleportation “worked” is immaterial, since death by suffocation would almost certainly occur imminently thereafter. What’s wrong with the idea of teleporting a weapon into someone’s body? Well, first of all, here’s what’s right with it: The description of the Teleport spell indicates that the variables over which the spell caster has control are the destination and (indirectly) the probability of arriving precisely upon the surface of the solid substance that defines that destination. No mention is made of any ability to change or control in what position or facing the teleported things will reappear. Since teleportation of any sort occurs instantaneously (upon the casting of the spell or the employment of an appropriate magic item), the character(s) and objects being teleported will reappear in the same relative positions they occupied just before making the trip. Since the Teleport spell has no somatic component, it would be possible for a magic-user to cast the spell while holding an unsheathed dagger. Likewise, a character employing a magic sword with teleportation power could assume an “attack position” with the weapon and would reappear in the same pose. However, there is no guarantee that the teleporting person(s) will end up facing in a desired direction —only the location can be specified. By this interpretation, a person trying to teleport to a spot directly behind an intended victim might reappear facing the victim’s back, or back-to-back with the target, or in any other configuration between those extremes. If someone insists on trying, the DM can determine the facing and positioning of the teleported mass randomly, and moderate the consequences accordingly. And even if the “teleport attack” comes off as desired by the teleporter, it’s still an open question whether or not a non-living solid can “survive” being teleported inside another (living) solid. A DM who prefers to discourage this activity could rule that if any part of the non-living mass being teleported reappears inside another solid mass, the teleportation is ruined and the person holding such an object suffers “instant death” just as if that person had teleported low into a solid. For the teleportation to succeed, all of the matter being teleported must arrive in a space not already occupied by other solid matter, or else none of the teleported matter — living or non-living — will be able to survive the trip. 
 204DR062 Dragon #62 In the description of Affect Normal Fires, it says that fires can be increased in size and light to become as bright as a Light spell. However, a Light spell casts only as much light as a torch. Which is correct?  First of all, the question doesn’t describe Affect Normal Fires the same way the Players Handbook does. The spell causes fires to “reduce in size and light” or to “increase in light.” A fire can not “be increased in size and light,” according to the spell description. This literally means that, while you could reduce a bonfire 3 feet in diameter to a smaller flame (with a corresponding reduction in light output), you could not make a small flame into a fire of greater size by the “increase” application of the spell. The small flame would become as bright (i.e., throw off as much light) as a larger fire, up to the brightness of a Light spell, but would not take up any more physical space than it did before. It is true that a Light spell casts as much light as a torch. But there are lots of types of “normal fires” (able to be affected by the spell in question) that aren’t as bright as a torch to begin with. According to page 102 of the Players Handbook, a lantern is by definition not as bright as a torch (30-foot radius of illumination compared to 40 for the latter), and naturally that would be true of any other type of flame of comparable size. Any source of flame or fire brighter than a torch (such as the aforementioned bonfire) would, presumably, actually be diminished in size and illumination by the use of the “increase” application of the spell. 
 205DR062 Dragon #62 I want to make a continual light wand (by casting the third level cleric spell on a metal rod). In the DMG, under spell explanations, it says, “Darkness spells are the bane of this device....” Does the darkness spell have to be cast on the rod itself in order to negate the light? If so, what would happen-if someone holding the continual light wand (light exposed) walked into an area under a darkness spell? Would the light be cancelled, the darkness be cancelled, or both be negated? Would the wand be negated if a darkness spell is cast in a general area containing the wand, but while it is enclosed so that the light isn’t visible?  Either a Continual Darkness or Dispel Magic spell can negate a Continual Light spell, whether the light had been placed over an area or upon an object. Continual Darkness does not have to be cast on the rod itself in order to ruin the light wand; the darkness negates not only the light of the spell, but also the magic which caused the rod to give off the light in the first place. As long as the light wand is in, or is brought into, the area of effect of the darkness spell, both spells would cancel each other out. The same would be true if the wand were in a lightproof container inside the area of effect: That container is not magic-proof, and it is the magic itself, not just the visible effects of that magic, which is negated. It’s important to understand the difference between a light wand of this type and an item which is actually enchanted to give off light, such as a Wand of Illumination or a Gem of Brightness. When actual magic items are employed to produce magical light, a darkness spell would at best only neutralize the charge(s) currently in use; the item is not rendered unusable as long as other charges remain. For example, Continual Darkness will negate the effect of a Gem of Brightness for only one day — or not at all, if the owner of the item expends charges to offset the darkness. A continual light wand, on the other hand, is no more than a stick with a spell cast on it. When that spell is dispelled, the stick’s light goes out for good (or until another Continual Light is cast upon it). Dispel Magic is effective against a continual light wand, again because it neutralizes the magic of the spell which was applied to the rod. Dispel Magic cannot, as the spell description indicates, weaken or negate the power of a “specially enchanted” item such as the Gem of Brightness. The success of Dispel Magic against a continual light wand or other similar object depends in part on which particular kind of Continual Light was used to manufacture the wand; the dispelling would be more likely to succeed against the magic-user version of Continual Light, since that is a second level spell and the cleric and illusionist versions of the same spell are third level incantations. 
 206DR062 Dragon #62 Can a person talk under the influence of a Hold Person spell?  No, because talking or making vocal sounds of any sort requires movement, even if only the vibration of a set of vocal cords. Any character or creature under the influence of a Hold Person or Hold Animal or Hold Monster spell literally can’t move a muscle, and it takes muscles to form sounds and to expel the breath that carries the sound forth from its source. This would seem to hold true even for creatures that don’t produce sounds the same way human vocal cords do. Sounds are vibrations, and vibrations are created only when something is set in motion. If a creature can make no motion or movement, it can make no sound. Interestingly enough, the only occasion when sound is mentioned in the description of a Hold spell is for the Hold Plant spell. That spell “prevents vegetable matter from making any sound or movement which is not caused by wind,” according to the Players Handbook. It stands to reason that this would apply to other Hold spells and other types of living matter as well. 
 207DR062 Dragon #62 A second-level thief is drained one life level. In the next few days, he accumulates enough gold pieces and experience points to not only get back to second level, but to pay for a Restoration spell as well, Could the thief attain third level by application of his XP’s and then a Restoration (or vice versa)?  A character who wants to be restored has a fairly long time to find a cleric to cast the spell. And in the meantime, the character might very well acquire additional treasure and experience. Whether or not the character actually “gets credit” for the experience points, though, should depend on what the character’s (assuming a player character in this case) intentions were in the first place. A second-level thief drained of one energy level becomes a first-level thief with 625 experience points. As soon as that character accumulates enough experience points to qualify for second level, “no further experience points can be gained until the character actually gains the new level,” according to the DMG. The training period which the character must undergo to qualify for the new level in all respects will take at least 1-4 weeks. Even if the Restoration could still be attempted at this juncture, it wouldn’t work, because the thief has already “restored” himself. Restoration, as the name of the spell strongly implies, only brings back an energy level when that energy level was previously lost; the spell can’t “restore” a character to a level of experience the character had never before attained. Here’s where the character’s intentions come into consideration. If the thief voices a desire to seek a Restoration after suffering the energy-level drain, and if the thief actively pursues that goal during the next 16 (or perhaps more) days of his life, a kindly DM might defer the recording of experience points for that character, in effect “holding” the thief at first level so the Restoration (if it comes to pass) will have its intended effect. Experience gained in the meantime could then be applied to the character’s total after he has been restored to second level. But the same benefit should not accrue to a character who wasn’t Restoration-minded all along. If the thief only starts to think about being restored after he happens to run across enough cash to pay for the spell casting, the experience he has gained in the meantime should not be deferred for later application — the points are applied right after they are earned, and if the thief’s current XP total exceeds the 1,250 upper limit for first level, he can’t be restored no matter how much he pays. 
 208DR064 Dragon #64 How do you figure the chance to open doors if more than one character tries to do it at the same time?  That depends on what sort of door the characters are confronted with, how the DM chooses to define and describe the door in game terms, and what the capabilities of the characters are. There is no set of “rules” for such a situation that could apply in all possible cases. The size of the door and the number of gripping places (handles) it has will help determine, first and foremost, whether two or more characters can even get their hands on it. If they can, and if the door is nothing more than an ordinary “stuck or heavy door” as described in the Players Handbook, then the chance for a pair of characters to pull or push open the door might be as great as a simple sum of their chances: Two characters each with a strength of 12 would have a 1-4 (on d6) chance together, while two characters each with strength of 16 or better would automatically be able to open such a door. Or, the chance might not be quite that great if the DM reasons that the individual characters can’t each apply all the strength at their disposal (for lack of good balance or leverage), so that perhaps the chance for two 12-strength characters would only increase to 1-3, and the pair of 16-strength characters might have an 80% or 90% chance (or at least something short of guaranteed success). If you want to get really particular, it would be more efficient for characters to work in tandem against a door that pushes open rather than one that is pulled. The procedure used will vary according to the circumstances and the surroundings — and in cases where it isn’t a matter of life or death for that door to be opened in the next round of action, it often doesn’t really matter what the exact chance of success might be. A good DM won’t make a big thing out of it if two characters want to “attack” a door at the same time, unless there’s something really important about the door — or behind it — in which case the door would generally already be locked or magically sealed to prevent it from being breached by strength alone. 
 209DR064 Dragon #64 What is the chance for climbing walls, etc., for non-thieves?  The same chance thieves have of knowing spells or possessing 18/00 strength: none. (I can hear all the fighters saying, “But I can hide in the shadows: Watch this!” Even though the thief abilities have rather unimpressive, mundane names, they are indeed special abilities and can be successfully performed only by someone who has had, and continues to take, training in the thief profession. In a standard AD&D campaign, there can be no deviation from this rule — and it is a fact of “life” as much as it is a rule of the game. Only thieves can employ abilities described as unique to that class, just as clerics can do only what clerics are described as being capable of. This is obvious, necessary (from a playability standpoint), and logical as well; it takes a great deal of introductory training — specialized training — for a character to attain adventurer status (first level), and continuous review and training in the chosen class(es) if one is to rise in levels. The practice of an adventuring profession is a serious matter, often even a vital one, and each profession demands of its adherents all the interest, energy, and effort they can muster. Any DM who settles for less than this attitude from player characters and still allows them to rise in experience levels as if nothing was amiss is doing the playing group and the game a disservice. In extraordinary circumstances or for the sake of experimentation, non-thief characters with exceptionally high dexterity might be allowed a chance of successfully performing certain thief-like abilities. This mutates the adventure or campaign, and this fact should be understood by the DM and all the players: what they’re playing isn’t an AD&D game any longer. But it might be interesting if, for instance, any non-thief with a dexterity of at least 16 (and any monsters with the same trait) was given a small chance to use that dexterity similar to the way the ability benefits a thief. In this hypothetical system, the “dexterity benefit” would only apply to those thief abilities that allow bonuses for high dexterity: picking pockets, opening locks, locating/removing traps, moving silently, and hiding in shadows. The percentage chance of success for a non-thief to perform a certain function would be a constant, related only to the character’s dexterity and not to his or her level of experience. The percentage chance for success is the same as the number given as a bonus on Dexterity Table II (Players Handbook, page 12), and success is only possible when a number is given. Thus, a non-thief with 16 dexterity would have a 5% chance of using the opening locks ability, but no other thief-like abilities, and a non-thief would need 18 dexterity to have any chance of locating/removing traps. In no case could it be justified for non-thieves to have the ability to climb walls using this same reasoning, however. First of all, the ability has no direct relationship to dexterity, or else it would be listed in Dexterity Table II. Second of all, climbing walls is a thief’s bread and butter, his claim to fame, the one thing even a first-level thief can do with a decent chance of success. It stands to reason that a large portion of the thief’s training goes into acquiring this ability in the first place; it isn’t something a fighter-type can pick up over a weekend of rigorous wall-clutching. Climbing walls is like riding a unicycle: It takes forever to learn how, and once you learn the basics you don’t ever get a whole lot better at it than you were when you started. Most people (except for thieves and diehard unicycle riders) will give up after taking a few spills, when it becomes apparent that the bumps aren’t worth the benefits. 
 210DR064 Dragon #64 Can a two-classed fighter-cleric use edged weapons and mix the use of these with the use of clerical abilities (spells)? If this is not allowable, does that mean a two-classed character must follow the conditions of the more restricted class with regard to the use of certain weapons, the wearing of certain armor, and other particulars?  In essence, being a character with two classes means you can do different things at different times, which makes “double duty” desirable for some players and their characters. But twoclassed characters (always human) can’t legitimately mix the abilities and benefits of different classes at the same time the way multi-classed (always non-human or semi-human) characters can. Like it says on page 33 of the Players Handbook, “restrictions regarding armor, shield, and/or weapon apply with regard to operations particular to one or both classes.” From that statement, and the example that follows it concerning a two-classed fighter and magic-user, we can see that the intent of the rules is to keep the class functions separate. The result is that a twoclassed character must be played quite a bit differently than a multi-classed character who is practicing the same professions. A fighter-cleric wielding an edged weapon can’t successfully cast a spell, turn an undead, or perform any other cleric-type action. If the character wants to be able to hold a weapon and act as a cleric at the same time, it must be a weapon clerics are permitted to use. A fighter-MU can “carry (but not wear) armor and weapons not normally usable by magic-users,” according to the Players Handbook. Thus, a two-classed fighter-cleric ought to be allowed to carry (but not hold) an edged weapon and still use clerical abilities: It would be okay for the two-classed fighter-cleric to keep a sword at his belt and turn an undead, for instance— but if he tries to do the same thing with a sword in one hand and a holy symbol in the other, he’d better be ready to use that sword. A fighter-cleric carrying more than one weapon but not holding any particular one at a given time can perform as a cleric as long as one of the weapons he carries is permitted to clerics, and as long as that particular weapon is the one (if any) being drawn or wielded. 
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