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That's why I said "mostly" - though in 3.5, Superior Invisibility also protected you from a plethora of things that would counter normal invisibility. Even then, things like Sparkles or flour could foil you, but it's easier said than done (especially if you're, say, flying, and a long way away - though you don't really need the likes of Mind Blank for that).

Mind Blank protects you from information-gathering by divinations, but it's ambiguous as to what that means. Is a True Seeing or See Invisibility actually gathering information about you, or simply foiling the spell (Invisibility) which stops someone's eye from gathering the information that they'd normally be able to gather? Note in particular that True Seeing has a range, perhaps implying that it affects creatures within that range, whereas See Invisibility merely alters how your own vision works.

Pathfinder's version explicitly calls out See Invisibility, though if we're being pedantic there's no guarantee that it actually works still (if Mind Blank said "this spell protects you from spells which deal fire damage, such as Cone of Cold", would we assume it does or doesn't protect your from Cone of Cold?) but clearly it's intended to do so. And, if it works vs See Invisibility, you'd expect it works vs True Seeing too.

Balance-wise, casters are already the most powerful and this definitely favours them - they're still spells, but mere mortals are more likely to have access to Invisibility and See Invisibility (even if only via items) than they are to have access to Mind Blank. It also favours stealth over detection, which is the opposite to the normal status quo (when nobody has anything, everyone can see everyone) and potentially leads to passivity (i.e. everyone plays defensively, being invisible but unable to see anybody else), if that's a concern - having the most powerful counter be a spell of revealing rather than concealing would mean that in the extreme everyone can see everyone again and fights proceed as normal.

Dnd 5e

Per the system I dont think it's supposed to work, but would you allow arcane gate to deliver spell effects as well?
ex: Create entrance portal in front of mage group, create exit portal either under an opponent aimed up in the air or in front of/behind but facing an opponent on the ground as they cast stuff like lightning bolt/fireball etc.

"Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction."

If we're playing it as written though, what kind of stuff do you think we could get away with potentially using this (in a the group stays at location A, player A who created it acts as spotter and adjusts its facings as normal and then remaining party utilize it)?

Quote:
Originally Posted by Lothmar View Post
Dnd 5e

Per the system I dont think it's supposed to work, but would you allow arcane gate to deliver spell effects as well?
ex: Create entrance portal in front of mage group, create exit portal either under an opponent aimed up in the air or in front of/behind but facing an opponent on the ground as they cast stuff like lightning bolt/fireball etc.

"Any creature or object entering the portal exits from the other portal as if the two were adjacent to each other; passing through a portal from the nonportal side has no effect. The mist that fills each portal is opaque and blocks vision through it. On your turn, you can rotate the rings as a bonus action so that the active side faces in a different direction."

If we're playing it as written though, what kind of stuff do you think we could get away with potentially using this (in a the group stays at location A, player A who created it acts as spotter and adjusts its facings as normal and then remaining party utilize it)?
I'd allow spell effects to pass thru.

It might not work with targeting, though, since the portal is opaque and would thus block line of sight. You won't be able to Fire Bolt or Eldritch Blast thru it, for example.

I also don't think it'd be effective against fliers. The portals are standing only inches from the ground and can't be turned along its vertical axis (they are perpendicular to the ground). You won't be able to angle it upward and Cone of Cold thru it, for example.

Pathfinder
Is there any way to break down higher-level spell-slots to get more spells of lower levels, a la 3.5's Arcane Manipulation (and that plus the one that lets you prepare, for spontaneous casters)?

Mordenkainen's Lucubration, Rary's Mnemonic Enhancer and to a lesser extent Channel the Gift can do similar things, I already know.

Quote:
Originally Posted by TheFred View Post
Pathfinder
Is there any way to break down higher-level spell-slots to get more spells of lower levels, a la 3.5's Arcane Manipulation (and that plus the one that lets you prepare, for spontaneous casters)?

Mordenkainen's Lucubration, Rary's Mnemonic Enhancer and to a lesser extent Channel the Gift can do similar things, I already know.
Like just about everything else in PF, just copy 3.5's answer.

Quote:
Originally Posted by TheFred View Post
Pathfinder
Is there any way to break down higher-level spell-slots to get more spells of lower levels, a la 3.5's Arcane Manipulation (and that plus the one that lets you prepare, for spontaneous casters)?

Mordenkainen's Lucubration, Rary's Mnemonic Enhancer and to a lesser extent Channel the Gift can do similar things, I already know.
Something like the Wizard's Split Slot arcane discovery?

3.5 D&D:

You know all those undead (wights, wraiths, shadows, et-cetera) that can create spawn by killing humanoids? And how humanoids killed by negative levels become wights?

If a humanoid killed by negative levels/an undead with create spawn becomes undead in turn, does their Hit Dice change to that of a regular variety of that undead, or do they keep their previous HD?
e.g. Would a 1st level commoner killed by getting a negative level, rise as a 1 HD wight, or a 4 HD wight?

It depends on the spawning creature in question. Most undead create spawn that arise as the base undead (including potential HD gain or loss), but some have special interactions with HD.

Vampires create vampire spawn (4 HD) if their victim was slain by energy drain or was blood drained but had 4 HD or less. A vampire could go around smashing a bunch of 1 HD commoners with their fists to energy drain them and create a pack of 4 HD spawn, for example (granting HD to its victims in this case). Humanoids and monstrous humanoids with 5 or more HD get the vampire template instead of becoming spawn, and do not gain any extra HD.

Ghouls and ghasts rely on disease as the primary means of propagation. A human, elf, goblin, orc, dwarf, or other humanoid of 3 HD each who succumb to ghoul fever all arise as a 2 HD ghoul. The same if they have 1 or 2 HD. If they have 4HD or more (even 30+ HD), they arise as a 4 HD ghast instead. Imagine the physical transformation required to change a dwarf or halfling into a ghoul... one might speculate that the disease invokes a curse upon the remains of those slain by it. Regardless of the "how" behind the transformation, the race of the humanoid in question has no bearing on the end product (it's a transformation, not a template).

Shadow, wraith, spectre, and wight victims all come back as the base type of undead with whatever HD the base undead has, losing whatever class levels they had in the process. This is what makes the wightocalypse possible: one wight can turn an entire village overnight, which in turn overruns the next village. Your typical guard cannot handle a single 4 HD wight,
let alone hundreds. Eventually that wight leading the legions will gain enough experience to grow to 8 HD, then start tacking on class levels if the DM so decrees.


In all cases, the spawn must be destroyed before the deceased can be returned to life, barring really powerful magic.








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