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You are here: Home --> Forum Home --> General Forum --> Common Room --> 3.5 Rule questions
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Oko
Resident
Karma: 12/6
394 Posts


3.5 Rule questions

OK, gotta couple of Q’s about 3.5 D&D rules. I need some input from a rule lawyer.

First Q. If a cleric loses his holy symbol does he lose his powers? I have looked all over my PH and can not find any info on that.

Second Q. can a spell be “powered down” so as to not affect such a large area. Like a rock to mud spell a 5th lvl spell. Instead of wiping out a house, have it just muddy the floor


Posted on 2009-10-19 at 20:41:40.

t_catt11
Fun is Mandatory
RDI Staff
Karma: 378/54
7133 Posts


hmmm

I am pretty certain that a clieric loses spell abilities in 3.5 if the symbol is lost - but they are cheap and easy to replace if you use rules as written.

I'm not certain about 3.5e, but historically, a character could always research a lower powered version of a spell. If you are trying to do less with an existing spell, it would be a total judgement call by the GM.


Posted on 2009-10-19 at 20:44:53.

Loki
TRSG 2.0
Karma: 113/94
1606 Posts


Holy Symbols

I believe there may be some spells clerics can cast without holy symbols. The loss of a holy symbol doesn't per say inhibit the clerics ability to cast spells but more prevents them from channeling the divine energy of their god into the effects they want.

As a rule in my old games if a cleric losses his holy symbol then I would say they would not only need to replace it but bless it themselves with the power of their god.

I have to agree with Olan about downpowering spells.


Posted on 2009-10-19 at 20:48:48.

t_catt11
Fun is Mandatory
RDI Staff
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7133 Posts


true

Good catch, Loki - some spells do not have a material component at all, so the symbol may not be needed with those.

I'd personally be a jerk and not let them, but that's just me.


Posted on 2009-10-19 at 20:52:11.

Oko
Resident
Karma: 12/6
394 Posts




Thanks, i've been driving myself crasy on trying to find that information all weekend (not that I have far to go anyway)


Posted on 2009-10-19 at 20:54:20.

Oko
Resident
Karma: 12/6
394 Posts


Webmasters

both you and my DM would get along. He has been know to kill the entire party before.


Posted on 2009-10-19 at 20:56:38.

Grugg
Gregg
RDI Staff
Karma: 357/190
6192 Posts


Reh

IIRC, divine spells with the focus requirement require the holy symbol. So without it, those don't function. I don't remember if they all need it, but it's listed somewhere.

As for downpowering spells, I think that's a DM call, because I don't think you could make a fireball do less of a spread, or something to that effect.


Posted on 2009-10-19 at 21:17:13.

Ayrn
RDI Fixture
Karma: 122/12
2025 Posts


Divine Focus question

On the cleric spell list in the 3.5 book, only those spells that have a little "F" behind them require a divine focus (aka a holy symbol). It's actually very few.

The spells with an "M" behind them require material components... check the full spell listing for complete details as to what materials are required.

An "X" behind the spell name means it require a certain amount of XP... again, check the full spell listing for more details.


Posted on 2009-10-20 at 01:57:49.

gboy
Wee Grugglet
Karma: 57/27
1669 Posts


Hmm...

Well, it would seem as though others have answered these questions, but I'm here to chip in my 2 cents about these two questions.

1) For the holy symbol, I usually find that most GMs don't think that you need to have the holy symbol to cast spells. I have noticed that some GMs even use the holy symbol as more of an RP thing... if you want to go and talk to the high priest of Pelor, and you have the holy symbol of Pelor, you can talk to him, because those symbols are only given to those who have earned the right to be ministers of Pelor's good word. But, as has been stated before, it's us to a GMs house rules and such.

2) As for spell area's and effects, what the effect of the spell does cannot be changed. You can't use a rock to mud to make softer rock, it's mud. But the spell's area that is listed, such as 10 cubic feet/level is the maximum area you can affect. You can choose to affect a smaller area, but you can affect up to that much as is listed.

Also, that only is true for areas that vary depending on level. Using Grugg's example of a fireball, which has a fixed 20 ft radius (I believe that's it... not 100% sure) then you are unable to modify that unless your take a couple levels in Archmage to earn that class ability.

Duration, on the other hand, can't be changed. If something says it lasts for 10 min/level, it will last that long unless it is dispelled, or unless the spell has other conditions which cancel it out (such as attacking when invisible), or if it says the caster can end the effect.

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Those are just my 2 cents in, and my interpretation of the rules. Hope they help you, as the other answers probably already have.


Posted on 2009-10-20 at 02:56:59.
Edited on 2009-10-20 at 02:59:15 by gboy

Oko
Resident
Karma: 12/6
394 Posts


q's

tyvm all the reply's are helpful


Posted on 2009-10-20 at 05:58:37.

Night Monkey
Occasional Visitor
Karma: 3/1
29 Posts


Note...

Note: I think you can't use Turning/Rebuking without a holy symbol. Also you can repel vampires with them. My advice is to carry spares. I once made a Vampire who carried adamantine Sais (throwing weapons) to sunder holy symbols with.


Posted on 2009-10-21 at 22:56:14.

Vilyamar
Glorious Emperor
Karma: 28/16
428 Posts


As far as I understand...

The main mechanical difference between Arcane and Divine spell casting is the use of material components versus a focus to channel divine energy.

If most GM's "don't require" you have a holy symbol, I think it is more likely that most GM's assume you have a holy symbol. More often than not, it is minor arcane spell components that are ignored (they are hard to keep track of beyond low levels and a good RPer will simply use something that the GM can think of as being "around").

Because of the spontaneous nature of casting divine spells, most don't require consumable materials but do require a divine focus. In the PHB 3.5e, it is denoted by "DF" under the Components: list. Other symbols you might see here are V, S, XP, etc. These denote other requirements. Often it will say "M/DF" for spells that are cross-listed. This implies that Material components are only required for Arcane casters while Divine casters require only a focus.

Therefore, a caster doesn't lose his ability to cast those spells that require a Divine focus if he loses his holy symbol but he no longer fulfills the Component requirements for the spell.

It is analagous to a wizard losing all his feathers so he can't cast slow fall. He hasn't lost the spell and can still cast it later if he gets another feather.

I like the idea of having to find a new one and re-bless it but for some deities, I wouldn't object to a divine spellcaster using a different object as a focus (i.e. a dwarf cleric of Moradin could use his warhammer to cast an offensive spell if it is inscribed with Moradin's symbol.)


Posted on 2009-10-22 at 05:14:14.

   
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