Gareth: Some sorcery clarifications needed

thulsa

Mongoose
1) Under "Raise Corpse" it says "Saving Throw: See below", however, there is no mention of any saving throw in the spell description. I assume the dead creatures do not get a saving throw?

2) Under "The Dead Speak" it says "Saving Throw: See below", however, there is no mention of any saving throw in the spell description. The SRD version (Speak with Dead) grants creatures of different alignments a Will save to avoid answering. Should unwilling creatures get a saving throw, or is it just a copy/paste error?

Also, the PP cost says "1/corpse", but the Target is "One corpse", so I assume the PP cost should just be simply "1"?

3) The description for "Command Weather" is pretty vague in terms of game effects. I assume it uses the rules for wind force on page 223, but there is no mention of how far up or down the table the caster can move the current weather. Given the vast range of this spell and the powerful effects of wind, there should be some limits in place. Do you have any guidelines? (The SRD spell "Control Winds", which works in a very limited area, allows the caster to increase or decrease the wind level by one level for every three caster levels.)

4) Does the "Spirit of the Land" spell work in a city?

- thulsa
 
1. Yeah, should be no saving throw.
2. Ditto. Oops. And yeah, it's effectively a 1-PP spell.
3. I'd say as a guideline you can move up or down the wind force table by up to three levels. (It's more based on the SRD Control Weather than Control Winds... :))
4. Not really - the caster might be able to attune to rats in the walls and goats in the market, but there wouldn't be enough plant life to give him a context to put his sensory impressions together.
 
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