You might be wondering how this could happen apart from a contrived scenario of casting a spell like cause fear on yourself (which is technically allowed). Turns out, it can happen by interacting with the local wildlife of Icewind Dale.
The Crag Cat has this ability:
Spell Turning. The cat has advantage on saving throws against any spell that targets only the cat (not an area). If the cat’s saving throw succeeds and the spell is of 7th level or lower, the spell has no effect on the cat and instead targets the caster.
So I cast cause fear on a Crag Cat, it passes the save, and then I fail on my save. I become the target of my own cause fear, which means I am now frightened of myself.
The frightened condition says:
- A frightened creature has disadvantage on ability checks and attack rolls while the source of its fear is within line of sight.
- The creature can’t willingly move closer to the source of its fear.
Do either of these conditions apply in some way while I am frightened of myself?
You might be thinking, "why not ust drop concentration and end the effect?" Right, that would work, if the caster thought to do that. When this scenario played out in my game, the player character who was frightened of himself was so worked up about being frightened of himself he didn’t even think to drop concentration, which I thought was a great narrative expression of the effect. I ruled on the fly that he used all of his movement on his turn to run about wildly, trying to get away from himself, opting to make a quick ruling without spending much time thinking to preserve the tension of the situation. Now that I have had time to think about it, I’m not sure what the correct ruling would be.
I’m going to be running an Eberron game soon, and one of the players has expressed an interest in playing one of the Inspired ‘gone rogue’. Unfortunately, the rules for Possession of the Inspired are … Very much in favor of the Quori.
I can always come up with a custom item, but is there a way to become immune to possession more or less all the time in 3.5? Answers that work from moderate levels are preferred, but anything that works will give me something to work with.
I am looking for pre-existing solutions which are rules legal as a starting point.
Im making a pseudo doctor character (Player or NPC), and would like to know if I can link a living characters soul to say, a vacant warforged body so that if the entity dies their soul would go into the Warforged and take it over. Is there any spells that can do anything like this in official D&D? If not, do you think something like this would be too outrageous for home-brew? The goal is for the person to retain complete autonomy, so Necromancy is prohibited.
There’s an option in my campaign that the characters can save a man cursed to be a stag, and if they can reverse the curse he will be really grateful, but doesn’t have anything to repay them with. I want to turn him into a wizard (lvl 5+ preferably) and then have him come back into contact and give them some magical calling item so he can come and fight alongside them once to help them out and settle his debt. How long does it make sense to wait (in game time) before the NPC could be Lvl 5+? I want to keep it realistic but I also don’t want to sit on it so long they forget who he is.
TPM is a fantastic addition to motherboards. But I have read some bitlocker papers and they tell me that if you choose TPM + PIN protection, then the PIN does not become part of the key, it is simply used by the chip as an additional security measure. When I understood this thing, I got stunned, because it doesn’t make sense to me, it would have been much safer and much easier to implement, to use the PIN as part of the key or to encrypt the key saved in the TPM with the hash of the PIN. In fact, since the TPM is only a physical solution, attacks have been made against it and the fact that it is protected by a PIN or not, if the chip is broken, for example, with a good electron microscope, is irrelevant. While with the implementation I said before, which is apparently the most logical (correct me if I’m wrong), there is a protection based on mathematics plus TPM helps for keyloggers and rootkits. I understand that normally the TPM + PIN is used for enemies like thieves etc … where it is more than enough. But as I said before, nothing would change for the end user, it would be easier to implement, and safer, therefore also suitable for other purposes. So why was this choice made?
Are there alternatives to bitlocker that use the method described by me? I have seen that LUKS and veracrypt still have very limited support for the chip, therefore still far from using the PIN at the same time.
The villain in the adventure I’m currently running is a half-dragon druid. Their motivation is that they want to claim some of the power and glory of their draconic ancestors. At the moment, I’m just making something up, but do any rules exist that allow for an NPC to become ‘more draconic’?
So I was researching the Book of Vile Darkness. It says in it that it contains the information in which you could become a lich. How would you become one and what happens when you do?
I would like the level of success and career that Anna Kendrick has had. I feel as though she is unsurpassed in terms of looks and fans. She’s not as rich as Meryl Streep, but she’s also younger and prettier than Meryl Streep and youth and beauty is what really matters. I wouldn’t really say she has talent. She’s an actress famous for her looks. If you disagree, then why is she always the love interest? If she wasn’t pretty, she would be nowhere.
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Recently, a question was asked on ways to curse a PC (specifically a fighter). Unfortunately, it was deleted before any helpful responses were posted, so I am deciding to do the question some justice in hopes that it can help the author of the original post.
What items/spells/effects can curse a player character?