Do you really think the Black Robe evil guy is going to let a freaking holy Dwarf move up behind him to gain a surprise attack from behind, get real Mike. Just because he was attacking Uthlok the room is not so big that he lost track of you.
I played the spell as it is written, once the Black Robe saw you headed his way he took steps to defend himself. I rolled his save, he made it, so he attacked, end of story.
I don't have a problem with being made aware if I make a mistake, like I did in my post dealing with Weaver. But to continue to insinuate that no matter what the party does I'll screw it up on purpose no matter the die roll is just bulls***.
You know F**k it, simple choice, accept my DM style or don't, stay or go Mike, make it and lets be done with this. However if you stay don't ever insinuate or accuse me of God moding Trilogy again.......
Posted on 2013-04-14 at 02:36:24.
Edited on 2013-08-25 at 22:42:47 by TannTalas
The only thing I found so far Players Handbook Chap 9 and the DM’s Guide Chap 9 both sharing the same name for the section in question ‘Initiative – Multiple Attacks & Initiative’.
Tan you remember correctly for the most part. If we as players had to move we did not get the benefit of the 3rd attack, but on rear accusations he would allow it if the character did not have to move and both the targets were in the front of the attacker. This position thing is also found in Chap 9 under the section ‘Position’ I think. (By this method a fighter with 3/2 and being attacked by two attackers and the two attackers are kept in front of the fighter, as most fighters would do. The fighter would receive the benefit of 2 attacks his second round if the first round one creator died or on the second round the first creator died and the second target was right there in one of the three forward spots of the fighters circle of combat.)
Oh! And… It was no longer in melee range. It broke combat? Did she get her free attack? This free attack would not subtract from her normal combat turns?
OH and a ‘Bhunt’??? Are you spelling that right? Or is this one of your own?
Area of Effect: 30-ft. cube or 1 item
Saving Throw: None
When a priest or Mage casts this spell, it has a chance to neutralize or negate the magic it comes in contact with as follows:
First, it has a chance to remove spells and spell-like effects (including device effects and innate abilities) from creatures or objects. Second, it may disrupt the casting or use of these in the area of effect at the instant the dispel is cast. Third, it may destroy magical potions (which are treated as 12th level for purposes of this spell).
Each effect or potion in the spell's area is checked to determine if it is dispelled. The caster can always dispel his own magic; otherwise, the chance depends on the difference in level between the magical effect and the caster. The base chance of successfully dispelling is 11 or higher on 1d20. If the caster is of higher level than the creator of the effect to be dispelled, the difference is subtracted from this base number needed. If the caster is of lower level, the difference is added to the base. A die roll of 20 always succeeds and a die roll of 1 always fails. Thus, if a caster is 10 levels higher than the magic he is trying to dispel, only a roll of 1 prevents the effect from being dispelled.
A dispel magic can affect only a specially enchanted item (such as a magical scroll, ring, wand, rod, staff, miscellaneous item, weapon, shield, or armor) if it is cast directly upon the item. This renders the item nonoperational for 1d4 rounds. An item possessed or carried by a creature has the creature's saving throw against this effect; otherwise, it is automatically rendered nonoperational. An interdimensional interface (such as a bag of holding) rendered nonoperational is temporarily closed. Note that an item's physical properties are unchanged: A nonoperational magical sword is still a sword.
Artifacts and relics are not subject to this spell, but some of their spell-like effects may be, at the DM's option.
Note that this spell, if successful, will release charmed and similarly beguiled creatures. Certain spells or effects cannot be dispelled; these are listed in the spell descriptions.
Summary of Dispel Effects
Source of Effect
Result of Dispel
Other magical item
12th, unless special*
*Effect negated; if cast directly on item, item becomes nonoperational for 1d4 rounds.
Posted on 2013-04-17 at 03:16:17.
Edited on 2013-04-17 at 03:17:38 by TannTalas
Ok while you dispelled the Globe around him you did not dispel the Lighting Boll or most of his items as each gets a save and you must cast the spell directly at said item you are trying to Dispel. In this case the Globe of Invulnerability. Also if an item is Dispelled it is not permanently destroyed just non-usable till the Dispel wears off.
Remember everything happens at the same time initiative wise, the Black Robe got the Lightening Bolt off first before your Dispel hit him so it had no effect on that spell.
So for at least this round coming up his spell protection, the Globe is gone. He can recast it this round if he has the spell memorized or is castible from an item. However it won't take effect till next round for combat purposes.
Found them first time you posted them. The catch is they are not AD&D monsters as they are being played. You are using them as an out of system D&D monster. There they are humanoid while in the actual AD&D listing they are a type of undead. Since we are playing AD&D we figured they should be undead and turnable. Our mistake. Just watch our when Cor pulls out a phaser from the Star Trek game on the black robe.
Moving on... It was asked in PM if the fog was thick enough to get out of the kitchen to a better area to fight in. As you all have been living in the Manor for weeks now you pretty much know the kitchen layout by heart so even with the fog as thick as it is you could easily get out.
Also those with Blind-Fighting are still not facing a huge minus to hit.