Death Ward
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Death Ward
When I use the Death Ward spell against creatures that cast death spells, it sometimes works, sometimes does not. Any thoughts on why not? In fact, perhaps it doesn't ever work because my character has high saving throws, so maybe it's just rolling 1's?
- dm_demitri
- Viceroy
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Illithids and Loknar (Marvale Wizard), both use the spell 'Implosion'. Implosion is not classified as 'Death Magic', even tho you will die if you fail your saving throw.
Many have wondered about this, and there's the answer. Implosion CAN kill you, and it does not qualify as Death Magic. Therefore Death Ward will do nothing to prevent the effects from that spell.
*Thinks about wording it in some third way and decides not to*
Hope this helps clear up the confusion some!
~Demitri
Many have wondered about this, and there's the answer. Implosion CAN kill you, and it does not qualify as Death Magic. Therefore Death Ward will do nothing to prevent the effects from that spell.
*Thinks about wording it in some third way and decides not to*
Hope this helps clear up the confusion some!
~Demitri
" The real art of conversation is not only to say the right thing in the right place, but to leave unsaid the wrong thing at the tempting moment. " ~Dorthy Nevill
- Zacarias
- Duke
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Nevertheless, it is good to have Death Magic protection with you when you level up in the mindflyer city. One of their psonic abilities is a death attack, which has an-almost-impossible save.
We rode on the winds of the rising storm,
We ran to the sound of the thunder.
We danced among the lightning bolts,
and tore the world asunder.
We ran to the sound of the thunder.
We danced among the lightning bolts,
and tore the world asunder.
- Elf of Silver
- Knight
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- Location: Ohio
I always wondered that when Implosion got me cooked several dozen times on another server, previously i thought DW worked against ALL instant death spells but i guess not.
Although i should point out that it works against the tentacles of death spell someone mentioned in a previous post (srry forgot the name) because on a server i used to play on about 2 years ago had an area where Drow used that spell and everyone (including me) used that spell to bypass the area more safely.
Although i should point out that it works against the tentacles of death spell someone mentioned in a previous post (srry forgot the name) because on a server i used to play on about 2 years ago had an area where Drow used that spell and everyone (including me) used that spell to bypass the area more safely.
- Pretty Fly White Guy
- Duke
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Spell resistance : gives you caster lvl + 12 SR... so a cleric lvl 20 will have 32 SR.
Implosion : evocation spell (not necromancy), creates a strong vortex that sucks everything arround it and destroy it. So its not death magic, it has anything to do with souls removing.
tho implosion can be 100% stopped by high SR or spell mantles. but its DC for PCs chars is up to 48 max and not 45 as most of the spells.
Its the same if compared with the spell named "clarity", it gives you mind SPELL immunity, making you imune to stun, daze, confusion... but note that monks stunnig fists is no SPELL and it will work even on creatures under the protection of "clarity", also on hit something % / rounds will work, because its not a spell, its a weapom property, makes sence having a club that depending on hit will make your enemy dizzy, this is no magic, but a effect.
Implosion : evocation spell (not necromancy), creates a strong vortex that sucks everything arround it and destroy it. So its not death magic, it has anything to do with souls removing.
tho implosion can be 100% stopped by high SR or spell mantles. but its DC for PCs chars is up to 48 max and not 45 as most of the spells.
Its the same if compared with the spell named "clarity", it gives you mind SPELL immunity, making you imune to stun, daze, confusion... but note that monks stunnig fists is no SPELL and it will work even on creatures under the protection of "clarity", also on hit something % / rounds will work, because its not a spell, its a weapom property, makes sence having a club that depending on hit will make your enemy dizzy, this is no magic, but a effect.
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- Duke
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Crit immunity makes you immune to stunning fist.Berforam wrote:Its the same if compared with the spell named "clarity", it gives you mind SPELL immunity, making you imune to stun, daze, confusion... but note that monks stunnig fists is no SPELL and it will work even on creatures under the protection of "clarity", also on hit something % / rounds will work, because its not a spell, its a weapom property, makes sence having a club that depending on hit will make your enemy dizzy, this is no magic, but a effect.
- Elf of Silver
- Knight
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If thats true, its a bug. Nothing about crit immunity has anything to do with the ability to stun an attacker/opponent.Flay wrote:Crit immunity makes you immune to stunning fist.Berforam wrote:Its the same if compared with the spell named "clarity", it gives you mind SPELL immunity, making you imune to stun, daze, confusion... but note that monks stunnig fists is no SPELL and it will work even on creatures under the protection of "clarity", also on hit something % / rounds will work, because its not a spell, its a weapom property, makes sence having a club that depending on hit will make your enemy dizzy, this is no magic, but a effect.
- Caesius
- Duke
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I don't see why it would be considered a bug for immunity to criticals to prevent stunning fist effects. Both Stunning Fist and critical hits are effects dependant on hitting a vulnerable spot for added effect and neither of them are spell like abilities.
Besides, it even says so in the error ridden manual. (NWN Manual, p97, last 2 lines: "Constructs and Undead are immune to this attack, as are any creatures that are immune to critical hits.") So it seems pretty undoubtedly an intentional limitation rather than a bug.
Besides, it even says so in the error ridden manual. (NWN Manual, p97, last 2 lines: "Constructs and Undead are immune to this attack, as are any creatures that are immune to critical hits.") So it seems pretty undoubtedly an intentional limitation rather than a bug.
The only constant is change.