Holding spells and Still & Silent feats

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Aveline
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Holding spells and Still & Silent feats

Post by Aveline » Mon Aug 17, 2009 11:31 pm

Hey! I know when I first started here, when affected by a holding spell, you could still cast if you used your silent and your still feats. Someone pointed out to me the other day that she no longer could and after a bit of research, we've found that you can't. You get a stunned message. I don't know if this was changed intentionally or not...but I would like for this to come back. You shouldn't be able to cast when affected by certain things, like timestop... but I think you should be able to cast if you are using Silent and Still. The helpfile for holding says that the target is still aware, which to me means their mind is still working so they should be able to cast if they have the right feats. Again, I don't think this would apply for all of the holding type of spells, but atleast for the 'hold person' series, and any of them that bind..
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Re: Holding spells and Still & Silent feats

Post by Keltorn » Tue Aug 18, 2009 1:16 am

The important parts are marked in red.
SRD wrote:Hold Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 2, Clr 2, Sor/Wiz 3
Components: V, S, F/DF
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One humanoid creature
Duration: 1 round/level (D); see text
Saving Throw: Will negates; see text
Spell Resistance: Yes
The subject becomes paralyzed and freezes in place. It is aware and breathes normally but cannot take any actions, even speech. Each round on its turn, the subject may attempt a new saving throw to end the effect. (This is a full-round action that does not provoke attacks of opportunity.)
A winged creature who is paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
Arcane Focus: A small, straight piece of iron.
And...
SRD wrote:PARALYSIS
Some monsters and spells have the supernatural or spell-like ability to paralyze their victims, immobilizing them through magical means. (Paralysis from toxins is discussed in the Poison section below.)
A paralyzed character cannot move, speak, or take any physical action. He is rooted to the spot, frozen and helpless. Not even friends can move his limbs. He may take purely mental actions, such as casting a spell with no components.
A winged creature flying in the air at the time that it becomes paralyzed cannot flap its wings and falls. A swimmer can’t swim and may drown.
By D&D rules, it looks like spellcasting while paralyzed is something you can do. However, a spell that is stilled and silent may still have material components and/or a focus. That means that while you may be able to skip over the magic words and hand gestures, you still need to be able to get your hands on the component to complete the spell.

FK is pretty heavy on the use of components, but it also has magical spell pouches, right? If they're able to call the component to your hand as opposed to the spellcaster having to dig it out from a pocket, that could get around the material component part. I guess it'd depend on how the pouches work.
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Re: Holding spells and Still & Silent feats

Post by Elke » Tue Aug 18, 2009 11:05 am

I certainly think it makes the whole spell a lot more powerful in general. I'm not sure about this, but I have the feeling that it could end up making all wizard vs. wizard battles a case of 'who casts a successful Holding first'. Whoever succumbs first is going to be held for long enough that the other will probably then be able to lay waste upon them..
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Elke
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Re: Holding spells and Still & Silent feats

Post by Elke » Tue Aug 18, 2009 11:11 am

As opposed to the possibility of casting a stilled, silent Dispel on oneself. Which as I recall doesn't have a material component, right?
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Re: Holding spells and Still & Silent feats

Post by Balek » Tue Aug 18, 2009 12:18 pm

Keltorn wrote:FK is pretty heavy on the use of components, but it also has magical spell pouches, right? If they're able to call the component to your hand as opposed to the spellcaster having to dig it out from a pocket, that could get around the material component part. I guess it'd depend on how the pouches work.
If I remember correctly the pouches aren't supposed to be transporting the components your hands magically. Essentially you're just automatically reaching into the pouch and getting stuff out because needing to get something out of your pouch (and remember the correct component) every time you want to cast something would be tedious and boring. I could be mistaken about spell pouches though, it seems like it's been a long time since we discussed them.
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