Post by Azral on Jul 8, 2014 11:39:11 GMT
Rules of the Game Magical Oddities (Part One)
Magic plays a central role in the D&D game. It provides an essential dose of the fantastic for any campaign. Most players and DMs agree that magic is fun; unfortunately magic also proves inscrutable or even illogical, and arguments about magic and how it works have brought many a game to a standstill. This series explores the D&D game's singular approach to magic. This week, we'll consider some of the principles underlying D&D magic and take a look a spells and spell preparation.
Magical Basics
The rules don't include a formal definition of magic; however, when the D&D core rules (Player's Handbook, Dungeon Master's Guide and Monster Manual) discuss magic, they refer to some force or effect that somehow transcends the natural laws that govern the real world. Magic works its wonders in D&D without any discernible physical cause and often without any rational explanation. D&D magic involves tapping into some kind of mysterious force or power source and shaping it into some kind of effect that the magic wielder finds useful. Characters most often do so through spellcasting (see the next section).
Magic in the D&D game follows its own logic, and a magical effect most often works more like a legal contract than a physical law. A magical effect in the D&D game has a description that defines exactly how it works in the game. This approach has its advantages for a roleplaying game, and perhaps the most important of these is that an effect's description limits its power and impact on the game world, which helps keep magic wielders from completely dominating the game. It also allows players and DMs to be reasonably sure how any particular magical effect functions in the context of the game, and that eliminates a lot of arguments and guesswork.
The Ins and Outs of Spells
Spells represent the form of magic most readily available to player characters in the D&D game. The rules define a spell as a one-time magical effect that usually must be carefully prepared ahead of time by studying a book of spells (the wizard's approach to spells) or petitioning a divine power (the cleric's method). Spells in the D&D game come in two varieties: arcane and divine. Arcane spells are generally more versatile and potent than divine spells, but they can prove more difficult to cast (see Part Three).
The Basics of Spell Preparation
The act of preparing a spell is the first step of gathering and shaping raw magical power into a useful effect. Earlier versions of the D&D game treated preparing a spell much like committing something to memory. Once a spell was "memorized," it was ready to cast. The act of spellcasting wiped the spell from the caster's memory. In the present version of the game, preparing a spell is the first step of casting the spell, and it is the most difficult and time-consuming part of the casting. Once a spell has been prepared, the spellcaster holds the spell's potential in her mind (or body) and needs only a moment of concentration (usually along with a few words, gestures, and materials) to complete the spell and release its effects. Once cast, a spell's potential is used up, though a spellcaster can prepare the same spell more than once.
The rules governing spell preparation are fairly straightforward. Chapter 10 in the Player's Handbook explains spell preparation in considerable detail. Here are the highlights:
• Spellcasters have limited number of spells they can use each day, as shown in the table of features for the class. For characters who prepare spells, DMs may find it best to enforce the limit by restricting the character to one session of spell preparation each day (though the character doesn't have to prepare those spells all at once; see the section on delayed spell preparation).
The act of spell preparation is what makes the character's daily allotment of spells available for use.
• A wizard (and most other arcane spellcasters who prepare spells) must first sleep for 8 hours to clear the mind.
The spellcaster doesn't have to sleep for every moment of that time, but the character must rest quietly when not asleep. If the character does not need to sleep for some reason, she still must have 8 hours of restful calm before preparing any spells. For example, an elf does not sleep, but instead enters a trance for 4 hours. An elf wizard still must rest for the full 8 hours before preparing any spells.
A character is not sleeping or resting quietly when walking around, running, or using any other form of movement. Combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task also precludes rest. Such tasks might include breaking down a door, lifting a heavy object, reading, or writing.
If something interrupts the spellcaster's rest, all is not lost. Instead, each interruption extends the required rest period by 1 hour. Deciding what constitutes an interruption usually isn't too hard. If the character chooses to do something (or is forced to do something) that precludes rest, then the character's rest is interrupted. Deciding when one interruption ends and the next one begins can prove a little tougher. Here are a few useful rules of thumb: A single interruption lasts until the character tries to begin resting again. If an interruption lasts an hour or more, it's best to assume the character has abandoned his current attempt at rest.
No matter how often a character stops and resumes resting, the character must have a full hour's uninterrupted rest immediately prior to preparing spells.
• Most divine spellcasters don't need to rest before preparing spells. Instead, they must prepare spells at a certain time of day. See pages 179-180 in the Player's Handbook and Rules of the Game: All About Clerics for details.
• A character's ability to prepare spells is diminished when the character has cast any spells just prior to spell preparation.
When a character begins preparing spells for the day, any spells she has cast during the past 8 hours count against the number of spells the character can prepare and cast. See page 178 in the Player's Handbook for an example.
Here's another example of the recent casting rule: Harold, a 1st-level wizard who specializes in evocation magic, has a basic daily spell allotment of three 0-level spells and one 1st-level spell (see Table 3-17 in the Player's Handbook). Harold gains an extra 1st-level evocation spell for being a specialist and also gains a bonus 1st-level spell for Intelligence. The additions make three 0-level spells and three 1st-level spells available to Harold each day.
Harold goes to sleep at 10 PM one evening and plans to rise 8 hours later (at 6 AM the following morning) to prepare spells. At 5:35 AM, however, a horde of goblins assaults the character's camp and Harold dispatches their leader with a magic missile spell. All is well after the attack, which is over in about 10 minutes (including some time to search the surrounding area for any additional goblins). Harold gets back to bed by 5:45; he will have to rest for an extra hour because of the interruption to his rest. The earliest he can begin preparing spells this day is 7:00 AM (his original wake-up time plus 1 hour). Assuming no further interruptions, Harold will be ready to prepare spells at 7:00 AM, however, he can prepare only two extra spells at that time because he had cast a 1st-level spell at 5:35 AM, which was within 8 hours of his spell preparation time.
Rules of the Game Magical Oddities (Part Two)
Spell Preparation Requirements and Options
Once a character sleeps 8 hours or reaches the designated time of day, the way is clear for preparing spells -- provided the spellcaster can clear a few more hurdles:
• Spell preparation requires concentration.
In this case, concentration requires freedom from overt distractions. The rules include a short list of distractions that prevent spell preparation: combat nearby, exposure to inclement weather, injury, or a failed saving throw (see page 178 in the Player's Handbook), but otherwise leave the DM free to decide when distractions are sufficient to prevent spell preparation. Here are some additional rules of thumb.
Combat nearby interferes with spell preparation when the DM decides that the character has a reasonable chance to become involved in the fight. This occurs whenever the character is within range of a foe's ranged attacks or spells and one of those spells or ranged attacks is directed at the character or anywhere the character could reach with a double move. Likewise, a character could reasonably become involved in a fight whenever the character finds himself within a double move of any ally or enemy that is attacking or being attacked during the fight. Use either the character's speed or the enemy or ally's speed, whichever is greater, to determine the distance. These are guidelines, not hard and fast rules. The key element is the potential danger to the character attempting to prepare spells and the character's ability to perceive that danger. If the character trying to prepare spells remains blissfully unaware of the fight, it's a good bet the fight won't distract the character from spell preparation.
Weather is inclement and sufficiently harsh to disrupt spell preparation when it can damage, fatigue, or otherwise hinder the character. As a rule of thumb, I recommend that winds of moderate or stronger force (see Table 3-24 in the Dungeon Master's Guide), interfere with spell preparation, at least for any character who uses spellbooks to prepare spells. Characters who don't have to read spellbooks probably don't have to worry about spell preparation until the wind reaches at least strong force.
Precipitation of any kind intense enough to reduce vision or provide concealment also interferes with spell preparation, as does heat or cold intense enough to deal damage (lethal or nonlethal) or to cause the character to become fatigued or exhausted.
DMs might want to make some exceptions to these rules for divine spellcasters who revere nature or the elements or who are associated with nature or elemental deities. A druid, for example, might not find even a severe thunderstorm distracting when it comes to preparing spells.
• A character needs 1 hour to prepare his daily allotment of spells, no matter how many spells that might be.
The rules don't say what happens when spell preparation is interrupted; however, the rules say that the minimum time to prepare any spell is 15 minutes (the time required to achieve the correct mental state). Therefore, a DM could decide that a spellcaster prepares no spells at all if interrupted less than 15 minutes after commencing spell preparation. Otherwise, a character prepares about a quarter of his daily spell allotment every 15 minutes spent in preparation until all his daily spells are prepared.
Since a spellcaster doesn't have to prepare all his spells at once (see the next section), being interrupted during spell preparation doesn't have much effect on a character except that the character must function with less than his full daily allotment for a time.
• A character need not prepare all his spells at once.
A character who prepares spells can opt to halt spell preparation at any time. If he does so, he prepares about a quarter of his available spell slots for every 15 minutes spent in preparation (see the previous section). All the character's remaining spell slots still can hold spells during the current day (subject to the rule on recent spellcasting, see the section on rest), but the character cannot fill them with spells until he takes the time to prepare spells for them. See page 178 in the Player's Handbook for details.
A character might find it handy to leave a few spell slots empty at the start of the day so he can fill them later when he has a better idea what spells he might need. When filling the empty slots, the character still needs the proper environment (see the previous sections) and at least 15 minutes of preparation time.
• When initially preparing spells for the day, a character can fill any spell slots used up the previous day (subject to the recent casting limit rule). The character also can replace any unused spells left over from the previous day. The character doesn't have the option to replace previously prepared spells if he chooses to wait and prepare some spells later in the day.
• When selecting a spell to place into an available spell slot, a character can choose any spell of the slot's level or lower, provided that the chosen spell is one the character normally can prepare.
This option allows you to load up with a few extra copies of your favorite spell. It's also a good way to use spell slots that you have available, but of a level too high for you. For example, Cinda, an 11th-level wizard with an Intelligence score of 15 normally has a single 6th-level spell slot available each day. A wizard, however, needs an Intelligence score of at least 16 to cast a 6th-level spell (see page 56 in the Player's Handbook). Fortunately, Cinda can place a spell of 5th level or lower into the 6th-level spell slot. The spell functions at its usual spell level despite being in a higher-level slot. For example, if Cinda places a 5th-level cone of cold spell in her otherwise unusable 6th-level spell slot, the spell has a saving throw DC of 17 (10 + spell level + Cinda's Intelligence modifier of +2). All other variables or characteristics that depend on the example spell's level, such as its ability to penetrate a globe of invulnerability effect, function at the spell's original level (5th).
Instinctive Spellcasting
Some spellcasters (such as sorcerers and bards) have a natural talent for spellcasting and essentially employ a spell merely by completing its final portion. An instinctive caster readies spells each day rather preparing them (see page 179 in the Players Handbook).
To ready spells for the day, an instinctive caster must first rest for 8 hours. This works exactly as described in Part One for characters who prepare spells.
After waking, an instinctive caster requires 15 minutes of concentration to make all his daily spell slots available. The rules don't specifically say so, but this works much like preparing spells, at least in terms of the environment required. The rules don't say what happens if the character is interrupted, but DMs may want to rule that an interruption foils the attempt to ready spells and that the character can simply try again when conditions permit.
Spontaneous Spellcasting
Clerics (and other divine spellcasters, such as druids) can cast spells spontaneously; see page 32 in the Player's Handbook and Rules of the Game: All About Clerics. To spontaneously cast a spell, a character uses up a previously prepared spell and casts the spontaneous spell instead, rechanneling the prepared spell's raw magical force or energy into the new spell. Doing so doesn't require any special effort, but the character needs a prepared spell to convert into the desired spell. I suppose the character could use an empty spell slot the character has saved from her initial spell preparation for the day (see the previous section) for the spontaneous spell, but that doesn't match the spirit (or the letter) of the rule.
Spells and Saves
Spells that harm, alter, hinder, or otherwise affect a subject usually allow saving throws to resist their effects. Kinds of saving throws and the results of a successful save are detailed on pages 176 and 177 of the Player's Handbook and in Rules of the Game: Reading Spell Descriptions. People overlook a few other things about saves.
What the Subject Knows: Whenever a spell (or other magical effect) that has obvious physical results affects a subject that has a Wisdom score, the subject is aware of those effects. As an unofficial rule of thumb, obvious physical effects include damage, transformation, disability, or other effects that the subject can see, hear, feel, taste, smell, or otherwise perceive or deduce using the normal human senses. The subject notices the spell's effects even if the subject fails a saving throw (if one is allowed). If the magical effect kills the subject or renders the subject unconscious, the DM might decide that the subject doesn't notice what hit her. If the attack happens when the victim is flat-footed and the caster is unseen or unnoticed, a DC 15 Wisdom, Spot, or Listen check (whichever the DM thinks is most appropriate) can determine if the subject realizes what's happening before losing consciousness. As always, adjust the DC up or down according to the circumstances.
Even when the subject notices obvious physical effects, she does not necessarily know that a spell or other magic was involved. A Spellcraft check with a DC of 20 + the spell level reveals the spell. When the effect is not a spell, assign it a level based on a spell with a similar effect. A dragon's breath weapon, for example, might be the equivalent of a 3rd- or 4th-level spell for this purpose. The DM might waive the Spellcraft check when the spell or effect is something the character has used or witnessed before.
When a spell or other magic has no obvious physical effects, a subject that fails a saving throw remains unaware of the assault. If the subject makes a successful saving throw, she feels a hostile tingle. This is true whether the successful save completely negates the spell or results in a reduced or partial effect. The subject knows she has shaken off some hostile magic, but gains no clues about what the effect was or what its source might be.
What the Caster Knows: When a spell has a target entry, the caster knows when the target makes a successful saving throw or not. The caster immediately senses when a target makes a successful saving throw and likewise knows if a target has failed a saving throw by virtue of not noticing a successful saving throw. When a spell can affect several targets at once, the caster notes each successful or failed saving throw.
The caster does not sense successful or failed saving throws when a spell has an effect or area entry instead of a target entry.
For magical effects that aren't presented in the same format as a spell, refer to a similar spell to determine if the user can sense a successful or failed saving throw. For example, a supernatural or spell-like ability that works just like the charm monster spell is a targeted effect and the user knows when the target's save succeeds or fails.
Rules of the Game Magical Oddities (Part Three)
When Spells Fail
A successful saving throw isn't the only thing that foils a spell. Sometimes, a spellcaster knows when one of these other circumstances has prevailed and other times he does not. Here's an overview:
Antimagic: A spell's magical effects become nonfunctional within an area of antimagic, such as an antimagic field. When a spell is aimed into an area of antimagic from somewhere outside the area, the antimagic blocks line of effect for the spell and the spell most likely fails. If the spell doesn't produce any sort of visible display or manifestation that the caster (or other witness to the event) can perceive, then there's no clue as to why the spell failed or even that it has failed. If the blocked spell has a target entry, however, the caster will not note any failed or successful saving throws in response to the spell (see Part Two) and that in itself might alert the caster to something amiss.
If the spell's effects are visible (for example, a lightning bolt or magic missile spell -- at least when I'm the DM), the spell's visible effects stop where they meet the area of antimagic. Anyone who sees the spell being blocked can attempt a DC 26 Spellcraft check to realize that antimagic has blocked the spell.
When a spellcaster is inside an antimagic area, any spells she casts are suppressed. Such spells don't actually fail unless their durations are instantaneous. Spells with longer durations are suppressed until the caster somehow leaves the antimagic area (though time spent within the antimagic area counts against the spell's duration). If the caster isn't aware she's in an antimagic area, handle the situation in the same way you'd handle it if the caster has aimed a spell into the antimagic area from outside.
Arcane Spell Failure: Wearing armor or using a shield can interfere with an arcane spell that has a somatic component. Arcane spells that don't have somatic components, and divine spells of all kinds, are not subject to arcane spell failure.
When an arcane spellcaster fails an arcane spell failure roll, the spell fails and is completely wasted. Any material or XP components used in the spell also are wasted. No outwardly obvious sign indicates that the spell has failed due to an arcane spell failure roll (though the DM can create one as a house rule), but I recommend that the caster be aware of the failure immediately. The character realizes she has miscast the spell and probably feels the spell's power uselessly draining away.
Lapse in Concentration: A spell is completely ruined when any character has to make a Concentration check while casting a spell and fails the check. The spell is lost along with any material and XP component used in the spell. In most cases, the caster is aware of the failed check, though in some instances a character might not notice. For example, a character must make a Concentration check whenever she fails a saving throw while casting a spell. If the saving throw was from a spell that has no obvious physical effects (see Part Two), then the affected character is not aware that a hostile spell has affected her. The DM should secretly make the required Concentration check (the DC is equal to the hostile spell's saving throw DC; see the Concentration skill description). If the Concentration check fails, the spell is ruined.
Misaimed Spell: A spell aimed at the wrong subject or place usually fails utterly. When a spell has a target entry, the caster must aim the spell at a target that can receive the spell. For example, a magic missile spell works only on creatures. If the caster aims a magic missile spell at an object (that is, anything that lacks a Charisma score and a Wisdom score), the spell fails. I recommend that DMs give the players no special clues about what's going on when a character misaims a spell. If something else is going on that might give a clue that a spell has failed, however, the caster still gets that clue. For example, a charm person spell works only when aimed at a humanoid. If someone aims a charm person effect at a giant, the spell fails. Because charm person also is a spell with a target entry, the caster will know if the target made a successful saving throw or not (see Part Two). In this example, the caster notes neither a successful nor a failed save.
Spell Resistance: When a subject has spell resistance, the caster must make a caster level check to overcome the resistance before the spell has any chance to take effect. I recommend that you handle the effects of spell resistance in the same way you handle saving throws. That is, when a targeted spell fails to overcome spell resistance, the caster knows what has happened.
When a spell has an effect or area entry and no obvious physical effects, the caster cannot tell if the spell overcame a subject's spell resistance (if any).
If a spell has an obvious physical effect, but has an effect or area entry, the caster might notice the spell's failure to overcome spell resistance by noting the absence of those effects. In some cases, the absence of such effects is fairly easy to notice. For example, the burning hands spell works at fairly short range and burns everything within the spell's area. It's fairly easy to notice when a foe has completely avoided all effects from the flames. In other cases, a DC 15 Spot check might be in order (remember that a -1 penalty applies to a Spot check for each 10 feet of distance between the observer and the subject).
Subject Immune to the Spell: Immunity to spells works just like spell resistance that the spell cannot defeat. Follow the guidelines for spell resistance when a spell fails due to the subject's immunity.
Metamagic
The various metamagic feats allow spellcasters to adjust their spells in various ways. In earlier versions of the D&D game, metamagic was available in the form of spells that altered other spells. The current game uses feats instead.
The rules governing metamagic feats are detailed on see page 88 in the Player's Handbook. Several aspects of metamagic can prove troublesome in play. Here's an overview, along with some commentary.
• You can use most metamagic feats on spells you instinctively or spontaneously cast.
Applying a metamagic feat to such a spell increases the spell's casting time to a full-round action (or adds a full-round action to the casting time if it's normally longer than a standard action). The casting time increase makes applying the Quicken Spell feat a waste of effort (and a waste of a higher-level spell slot).
As noted in the Player's Handbook, casting a spell as a full-round action is not the same as casting a spell with a casting time of 1 full round. For example, a sorcerer applies the Silent Spell feat to charm person spell. The spell's casting time increases from a standard action to a full-round action. The spell takes effect during the same turn that the sorcerer cast the spell. If the same sorcerer casts a summon monster I spell, that spell doesn't take effect until the turn after the sorcerer casts the spell (just prior to the sorcerer's next turn). If our example sorcerer applies the Silent Spell feat to her summon monster I spell, the spell's casting time would be 1 full round plus a full-round action. The spell takes effect on the round after the sorcerer first cast the spell, but not until the sorcerer uses a full-round action to complete it.
• You can apply several metamagic feats to a single spell.
You cannot, however, apply the same metamagic feat to a single spell more than once.
When adding several different metamagic feats to a single spell, add up the required level increases to determine what level spell slot is required for the enhanced spell. The Player's Handbook uses an example of a charm person spell modified with Still Spell and Silent Spell. Each of the example feats requires a spell slot one level higher than normal, so the modified spell requires a 3rd-level spell slot.
• A spell modified with metamagic functions at its normal spell level, even though it requires a spell slot of higher level than normal.
Using our previous example of a charm person spell placed into 3rd-level spell slot because of metamagic, the spell functions as a 1st-level spell in all respects. If a wizard with an Intelligence score of 11 casts the spell, the saving throw DC is 11 (10 + 1 [spell level] + 0 [Intelligence modifier]). The wizard can cast the modified spell even though his Intelligence score is only 11, which is sufficient for a 1st-level spell but not for a 3rd-level spell. All other variables or characteristics that depend on the example spell's level, such as its ability to penetrate a minor globe of invulnerability effect, function at the spell's original level (1st).
The Heighten Spell feat is an exception to the foregoing. When increasing a spell with the Heighten Spell feat, the spell functions at its increased level. For example a charm person spell heightened to 3rd level has a base save DC of 13, requires a relevant ability score of at least 13, and functions as a 3rd-level spell in all other respects.
Rules of the Game Magical Oddities (Part Four)
Fun with Polymorph
Rules of the game took a long look at polymorph and other kinds of personal transformations a few months ago. A few beleaguered readers, however, have encountered a few snags that we didn't cover before. Here, then, are a few more hints and tips for handling polymorph and other forms of shape shifting:
Assuming New Types: A creature that assumes a new form through a polymorph effect generally assumes all the types and subtypes of the assumed form. It loses its own type, but its base attack bonus and base saving throws don't change. In effect, the polymorphed creature gains the augmented subtype for its original type. For example, a human polymorphed into a cat becomes an animal (augmented humanoid). The change in types makes the polymorphed subject immune to certain effects and attacks that could affect it when in normal form and also makes the subject susceptible to effects and attacks that affect the assumed form. For example, a human polymorphed into a cat is no longer susceptible to the charm person spell (despite its augmented humanoid subtype), but it becomes susceptible to a ranger's favored enemy ability (if the ranger has chosen animals as a favored enemy).
Changes in Size: When a polymorph spell or effect changes its subject's size, DMs can decide that the size change does not stack with other effects that change the subject's size. For example, a human druid is a Medium creature. Our example druid uses the wild shape class ability to assume the form of a brown bear, which is a Large creature. The druid has used magic to gain one size category. The druid can't benefit from the enlarge person spell because the wild shape effect (which works just like the polymorph spell) changes the druid's creature type to animal (see previous section). As an animal (albeit temporarily), the druid could benefit from an animal growth spell, except that animal growth makes its subject only one size category bigger than normal and the wild shape effect already has increased the druid's size by that amount.
Transforming Equipment: When polymorph magic changes a subject's form, any equipment carried or worn is either worn or held by the new form (and remains functional) if the assumed form is capable of wearing or holding the item. If the assumed form cannot hold or wear the subject's equipment, the equipment melds into the new form and becomes nonfunctional. For example, if you change from a human into an orc (two creatures with the same general size and shape), you can go right on using your armor, weapons, and other gear while in orc form. If, however, you change from a human into a pony, your equipment melds into your new form. The rules suppose that any equipment melded into your assumed form merely vanish into the form. It's fine, however, to assume that the assumed form carries some hint of the melded equipment. For example, if a humanoid assumes an animal form while wearing goggles, the animal form might sport spots or rings around its eyes if you want.
If the subject acquires some piece of gear while in an assumed form, it can go on holding or wearing that equipment when it resumes its normal form if the normal form can hold or wear the equipment. If not, the equipment falls off and lands at the subject's feet. For example, if a human assumes the form of a horse and allows someone to fit him with a saddle and bridle, those items fall off when the character returns to human form.
Items that might be touching the subject of a polymorph spell (or vice versa), but that aren't exactly equipment, usually don't change form along with the subject. For example, a character chained to a wall with a set of manacles probably ought to just slip out of the manacles (or pop them open) when polymorphing.
Other Creatures: A polymorph effect usually transforms only one creature at a time. If a polymorphed subject touches, holds, or carries another creature when changing form, the other creature doesn't change along with the polymorph user. If the polymorph user can share the effect with the other creature (as a wizard can share an effect with his familiar) or the polymorph effect can transform more than one creature at a time, then the two creatures can change form together.
In cases where a change of form results in two creatures sharing the same space on the battlefield when they otherwise could not, it's usually best to have the smaller creature move to a space that can safely hold it and that is adjacent to the larger creature. If no space adjacent to the larger creature is available to hold the smaller creature, it winds up prone in the larger creature's space instead.
Use this rule even in unusual cases. For example, a human uses a polymorph effect to assume the form of some Colossal creature with the swallow whole special attack and then proceeds to swallow several foes of Large size. When the human reverts to normal (Medium) size, the human can no longer hold the Large foes inside. As the human reverts to normal size, just assume the Large foes are ejected from the human's changing body.
Polymorphing and the Shapechanger Subtype: According to the polymorph spell description, creatures with the shapechanger subtype can revert to their natural forms as a standard action when they have been polymorphed. This poses a bit of a problem, because a polymorphed creature is supposed to lose all its own subtypes and gain all the assumed form's subtypes (see the section on assuming other types). In this case, DMs may rule that a polymorphed creature always retains its shapechanger subtype when polymorphed.
In Conclusion
That wraps up our look at magical oddities. I hope the advice presented here helps your games run more smoothly in the future.
About the Author
Skip Williams keeps busy with freelance projects for several different game companies and was the Sage of Dragon Magazine for many years. Skip is a co-designer of the D&D 3rd Edition game and the chief architect of the Monster Manual. When not devising swift and cruel deaths for player characters, Skip putters in his kitchen or garden (rabbits and deer are not Skip's friends) or works on repairing and improving the century-old farmhouse that he shares with his wife, Penny, and a growing menagerie of pets.
Based on the original Dungeons & Dragons® game by E. Gary Gygax and Dave Arneson and on the new edition of the Dungeons & Dragons game designed by Jonathan Tweet, Monte Cook, Skip Williams, Richard Baker, and Peter Adkison.
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