It's soooo broken that this level 1 spell stops all Force spells I use up to 4th level so far so can't verify others. But these 2 spells are SPECIFICALLY only supposed to stop Magic Missle. That is all, not all Force Spells.
It's soooo broken that this level 1 spell stops all Force spells I use up to 4th level so far so can't verify others. But these 2 spells are SPECIFICALLY only supposed to stop Magic Missle. That is all, not all Force Spells.
What makes you think that?
Keep in mind that the behavior you are describing is a buff to spellcasting player characters... because of the differentials in hitpoints, preparedness, and actions, the life of a sorcerer would be more difficult if he couldn't make himself immune to Force Missile and Chain Missile. Since those spells do poor damage against monsters anyway, the inability to use them on a fraction of enemy spellcasters is unimportant.
Where did you get that idea?
Did you check the entry for Chain Missiles, on Spell Compendium page 45?
Originally Posted by Chain Missiles
Let's see because the spell specifically stats Magic Missle ONLY! it's pretty simple. Read the players handbook, all the rules and you will understand why those 1st level spells are broken.
And it's not on a small portion of people. it's every single person who does brawls, cuz they all have Shield or Nightshield item buffs too. it's broken just fix it.
Wait...you want something to be changed because of the brawling tavern? What is this, WoW?
Helbrimm- WF Wiz/Rogue (retired) Hellbrim-WF Sorcerer
Member of <o>
If you are high enough level to have force spells, why are you killing kobolds in the Harbor? Wouldnt you have other spells you could use as well?
Helbrimm- WF Wiz/Rogue (retired) Hellbrim-WF Sorcerer
Member of <o>
So, I hear that one day we may get Familiars.......I want a Velociraptor!
Garth 20/ftr (Kensei) Haeson 20/clr Cairis 12/ftr 6/rgr 2/rog Xortan 20/wiz
Tinosa 20/brd Garthbot 20/fvs Gaarth 18/ftr 1/rgr 1/rog (Stal Def)
Tibetan 20/mnk Automatic DDO raid timers Haezon 20/sor (Conj)
DDO is not 3.5.
Any argument saying "its that way in pnp" is automatically defunct.
Give us one good reason other than PvP for why it should be changed, and we will listen.
And no, "because it says so in the description" is not an argument. Descriptions should follow mechanics, not vice-versa.
Just one good mechanical reason on why it should be changed.
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Regardless of the problems pointed out in the suggestion, it would be reasonable to allow Force Missiles a chance to penetrate Shield / Nightshield, such as by passing an opposed caster-level check (as if Shield provided SR against FM), or by a failed Reflex save from the target.
For verisimilitude, it is odd for a low level spell to absolutely block out one that's quite a bit higher. And for balance it's a little unfair to hypothetical force-specced casters that certain mobs can easily become totally immune.
And on the subject of Force Missiles, it would be good for them to get a bit of splash damage against nearby enemies. Then the Mordenkainen's Sword spell has this problem where it doesn't even exist...
It is pretty simple if you think about it.
Nightshield - Grants a +1 resistance bonus to saves (+2 at 6th level, +3 at 9th) and protection from magic missiles.
Protection from magic missles.
Missiles.
S
Plural.
The Magic Missile spell is just a kind of missile conjured by magic.
Magic Missile.
By nightshield's def, its obvious that any missile conjured with magic is blocked. I know its confusing to understand it if you dont think about it, but it is working as it should be.
Last edited by malthusian01; 11-01-2009 at 06:29 PM.
Helbrimm- WF Wiz/Rogue (retired) Hellbrim-WF Sorcerer
Member of <o>