Damnit. Quick rules question. (3.5 D&D, obviously)
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Damnit. Quick rules question. (3.5 D&D, obviously)
So someone casts an emanation centered on themselves. They die.
Does the spell:
...end?
...continue radiating from the corpse?
...Giant Frog?
It's Anti Magic Field, if that makes any difference.
Does the spell:
...end?
...continue radiating from the corpse?
...Giant Frog?
It's Anti Magic Field, if that makes any difference.
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- Knight-Baron
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We have always played that anything with a non-permanent duration will end at caster death. I'm not sure how much basis in RAW that has, but that's how we have always played it.
WotC seems to think that all durations extend beyond death of the caster:
http://www.wizards.com/default.asp?x=dnd/rg/20040831a
Both of these are reasonable as long as you are consistent. I think that WotC has the best procedure for this, however.
WotC seems to think that all durations extend beyond death of the caster:
http://www.wizards.com/default.asp?x=dnd/rg/20040831a
Both of these are reasonable as long as you are consistent. I think that WotC has the best procedure for this, however.
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- Duke
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My understand was that effects with a non-concentration duration continue without regard to the caster's state until they would normally end, or a special action is taken. Dismissable effects require some action to turn off (which I don't recall currently), and everything requires an actual Dispel Magic (which you auto-succeed at).
[Edit] Yeah, per current SRD it's a standard action to dismiss a spell with a (D) in the duration line, and everything else lasts until it runs out or it gets dispelled. I think it's pretty strongly implied that stuff goes until something would stop it, and the caster dying doesn't seem to be on the list of interruptions.
[Edit] Yeah, per current SRD it's a standard action to dismiss a spell with a (D) in the duration line, and everything else lasts until it runs out or it gets dispelled. I think it's pretty strongly implied that stuff goes until something would stop it, and the caster dying doesn't seem to be on the list of interruptions.
Last edited by TarkisFlux on Sat Apr 25, 2009 12:45 am, edited 1 time in total.
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- Knight-Baron
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Note that a number of spells, even with ontological inertia, will probably fizzle anyways because their target is a creature or centered on a creature, and once you are turned into an object you are no longer that, so without a valid target the spell goes to /dev/null. I would argue that since antimagic field targets you that once you are made a corpse that you are no longer you in a meaningful sense.
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Yes.Gelare wrote:So if I cast Charm Monster and Flesh to Stone in that order, I have an inanimate lump of rock that nevertheless really likes me?IGTN wrote:Targeting is only checked when the spell is cast, though, so it would stick.
This is actually the reason why animal growth works at all, because the only legal targets are animals that are smaller than the spell makes them.
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Pretty much backing me up, that I don't know and you don't know either.
So basically, here's the possibilities here.
1: Enemy kills AMF using Wizard. This is trivially easy, because the Wizard turned himself off. The AMF spell ends. The enemy Wizard at his feet immediately revives, as his Con amulet kicks back in. All the other spells kick in too. On the bright side, someone can revive the PC Wizard, if they're quick about it.
2: Enemy kills AMF using Wizard, this is trivially easy, because the Wizard turned himself off. The AMF spell does not end. The enemy Wizard at his feet stays down, until someone removes him from the area. Getting the AMF Wizard out of the area is a real pain though, as any manner of transport results in at least one PC being wide open and hindered greatly, or isn't even possible for obvious reasons. Just leaving him there leaves his corpse open. And since, barring Game Disjunction you can't end the spell early that's 3 hours 20 minutes of liability to at least one person.
Had I remembered to have this fucker flying at least 15 feet up in addition to remembering all the contingencies and safeguards and such we wouldn't have this problem. But we are.
So basically, here's the possibilities here.
1: Enemy kills AMF using Wizard. This is trivially easy, because the Wizard turned himself off. The AMF spell ends. The enemy Wizard at his feet immediately revives, as his Con amulet kicks back in. All the other spells kick in too. On the bright side, someone can revive the PC Wizard, if they're quick about it.
2: Enemy kills AMF using Wizard, this is trivially easy, because the Wizard turned himself off. The AMF spell does not end. The enemy Wizard at his feet stays down, until someone removes him from the area. Getting the AMF Wizard out of the area is a real pain though, as any manner of transport results in at least one PC being wide open and hindered greatly, or isn't even possible for obvious reasons. Just leaving him there leaves his corpse open. And since, barring Game Disjunction you can't end the spell early that's 3 hours 20 minutes of liability to at least one person.
Had I remembered to have this fucker flying at least 15 feet up in addition to remembering all the contingencies and safeguards and such we wouldn't have this problem. But we are.
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