Re: OOC II
Here's a ward rules question for all you avid PFRPG players... It relates to the Mystic Energy Drain ward. As I'm playing a diabolist about to defend a town from the Coalition, this may come into play soon.
Questions:
1. Can a missile (or any explosive) detonate within the range of a Mystic Energy Drain - Fire ward? The description implies that fires cannot be lit until the duration elapses.
2. If the answer to #1 is yes, might there be a special case for plasma missiles?
3. Using Mystic Energy Drain - Light, would it reduce the damage of lasers?
If you are not familiar with the function of this ward, here is a copy/paste of the rules as they are written in the PFRPG main book:
Mystic Energy Drain
This powerful condition ward is always combined with a second
condition ward that serves a purely descriptive purpose, indicating what
the mystic drain ward is supposed to magically drain! This ward is often
combined with an area affect ward.
Note: If the mystic drain ward is activated before a spell is cast,
then that spell will be totally negated. However, if the ward is set up
with a Protection by Infliction, it will only go off after a spell strikes the
wearer of the ward. When this happens, the spell's effect/duration/damage
will be reduced by half as the spell has a chance to take partial effect.
One mystic drain ward will not negate another. While a diabolist
has immunity from his own wards, including this one, it is a personal
immunity; magical objects which he is actually touching or has on his
person will not function. If he wishes to cast a spell from a scroll it will
not work, and the scroll will be destroyed. If a ranged spell is cast into
the area of affect, a fire ball, for example, it will fade out as it enters
into the area of negated magic.
Damage: Varies. The mystic energy drain can be used only with the
following other conditions (and area affect)
Cold: Drains the chill from the air and raises temperatures to
make the area comfortably warm (by the standards of the Diabolist
who made the ward; will vary with different races).
Confusion: Drains away the effects of any confusion or disorientation
caused by magic, psionics, drugs or disease, returning the
character (at least for the duration of the ward) to his full alertness
and ability.
Dark: A dark area will suddenly become dimly lit, as if illuminated
by twilight or a single torch.
Fire: The magic will drain the energy from magical fires at a rate
equal to two torches per melee round. Once extinguished, the
torch/fire cannot be relit until the duration of the ward has elapsed.
Invisibility: Turns invisible beings visible for the duration of the
ward's magic.
Knowledge: All skill abilities are temporarily reduced by half.
Light: A light area will suddenly become dimly lit, as if illuminated
by a single candle, regardless of the time of day or number of
torches present.
Magic: Drains 2D6 P.P.E. (per person if combined with an area
affect ward) per melee round. Furthermore, the cost of casting a
spell or energizing a ward costs twice as much (the ward absorbs
half the energy) and the duration, range and damage of a spell, ward
or magic item affected by the mystic energy drain is reduced by
25%!
This message was last edited by the player at 03:54, Sun 13 May 2007.