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portose_sharpe
Seeker

Ireland
66 Posts

Posted - 21 May 2018 :  19:36:39  Show Profile Send portose_sharpe a Private Message  Reply with Quote  Delete Topic
my question is about this spell and its range.

once cast do these spheres move to a max distance of 60 ft and follow the caster so long as he remains within the range, or do they follow him at a rate of 60ft until they reach him. and if yes would they also teleport with him if he was to teleport.

after re-reading it a few times my opinion is they can only move to a max distance of 60 ft from the original point where the spell was cast.

Elminster's Effulgent Epuration
(Magic of Faerūn)

Abjuration
Level: Sorcerer 9, Wizard 9,
Components: V, S,
Casting Time: 1 action
Range: 60 ft.
Effect: One glowing sphere/level
Duration: Until expended or 10 minutes/level
Saving Throw: None
Spell Resistance: No

You create multiple floating silvery spheres, each 6 inches in diameter.
These spheres appear in a spiral above your head or around your body and follow you up to 60 feet per round.
The spheres intercept incoming hostile magic, negating spells or spell-like abilities that would affect you or that have an effect that extends into your space.
One sphere is expended for each spell level of the effect negated, so a slay living spell (Clr 5) would expend five spheres.
In the case of area effect spells, it negates the whole spell.
If not enough spheres exist to negate an incoming effect, the spheres remain and the effect works as normal.
You may move one or more spheres up to 60 feet as a standard action.
If not sent to another area, the spheres default to following you.
If you exceed their range, they remain behind and function normally at that location.
The spheres have no physical substance, do not provide cover or concealment, and conform to narrow spaces up to 6 inches in diameter without altering their ability to function.
They cannot pass through solid objects or force effects.
They cannot be harmed by physical or magical attacks except those that dispel or negate magic entirely (such as dispel magic, antimagic field, and so on).



thank you again for your wise words :)

portose

Kentinal
Great Reader

4356 Posts

Posted - 22 May 2018 :  01:07:03  Show Profile Send Kentinal a Private Message  Reply with Quote
The way it reads. The spheres have a movement rate of 60 ft. per round.

They start at about 1 foot to zero from character.

If the character moves 90 feet the spheres will end up 30 feet away. If the character stays the same place next round the spheres will move the thirty feet closer and be at the Zero to one foot range again. If the character moves 150 foot per round the spheres will not move, the character is more then 60 foot away.

The character also can move the spheres ahead of planned movement so that they will stay in range. The character moving 120 foot if the sphere are 60 foot in line of direction, after move would have them 60 foot behind them.

This infers that the sphere have their own round to move. In practice I would expect magic to try to move with the character as soon as movement starts. That however is harder to track in game stats. Perhaps the spheres act just after the character before anything else happens.


"Small beings can have small wisdom," the dragon said. "And small wise beings are better than small fools. Listen: Wisdom is caring for afterwards."
"Caring for afterwards ...? Ker repeated this without understanding.
"After action, afterwards," the dragon said. "Choose the afterwards first, then the action. Fools choose action first."
"Judgement" copyright 2003 by Elizabeth Moon
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TBeholder
Master of Realmslore

1747 Posts

Posted - 22 May 2018 :  06:10:27  Show Profile Send TBeholder a Private Message  Reply with Quote
Default assumption in AD&D2 was that effects which are not fully autonomous are controllable within the range.
If they wind up out of range, they "remain behind and function normally at that location" until within range again, at which point the caster's control resumes.
Unless it's said they'll follow "even in magical travel" or do their best to beeline to the caster, etc.

Thus when a spell effect is said to start at the caster's locations, but also have range, it's either maximum attack range (for things like beams/"stars"/etc), or the control range from the caster (for continuous effects).
Since they are not instant, mobile, and not explicitly said to be tied to any specific place, it's the latter.

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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portose_sharpe
Seeker

Ireland
66 Posts

Posted - 22 May 2018 :  21:55:11  Show Profile Send portose_sharpe a Private Message  Reply with Quote
thanks the the replies guys n girls and

Sorry its 3.5 rules.
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TBeholder
Master of Realmslore

1747 Posts

Posted - 23 May 2018 :  08:38:58  Show Profile Send TBeholder a Private Message  Reply with Quote
quote:
Originally posted by portose_sharpe

and
Sorry its 3.5 rules.

Elminster's Effulgent Epuration is back from (looks up) Pages from the Mages (and Forgotten Realms Adventures, and Heroes' Lorebook).
Originally, "Range: 10 ft/level" and "The caster can direct the spheres to drift at a maximum movement rate of 60 feet per round, up to the limit of the range. The spheres created from a single epuration must move as a group, the caster cannot move them individually or split them up." Context is always important. It was devised back then. Also, on conversion it was not reworded to match the new terms... because there are no "new terms".
Anything non-trivial is converted clumsily, because 3.5 rules on magic were somewhat dumbed down from 3.0 (cut-off range), and conversion to 3.0 was "hurr, everything is CL*1d6 and single function, look how simple everything is". So there's just not that many options.

People never wonder How the world goes round -Helloween
And even I make no pretense Of having more than common sense -R.W.Wood
It's not good, Eric. It's a gazebo. -Ed Whitchurch
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