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chaos and discord
 
PostPosted: Sun, Feb 28 2010, 2:38 AM 

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If someone is under the effect of a domination spell, can they be forced to tell secrets? or does it just controll ones body?


 
      
Gravemaskin
 
PostPosted: Sun, Feb 28 2010, 2:40 AM 

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Technically it just dazes PCs. If it does more than that though, is up to each and every person that gets hit by it, and if they want to accept the PnP parts of the spell or not.

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TormakSaber
 
PostPosted: Sun, Feb 28 2010, 2:41 AM 

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1: It requires mutual consent from all players involved to even begin using aspell in this fashion.

2:

Quote:
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

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ainjyll
 
PostPosted: Sun, Feb 28 2010, 2:48 AM 

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From reading the description, it's kinda fuzzy. It doesn't say anything about it one way or the other. I suppose it would be one of the "exact wording" cases.

Mage: Tell me your secrets!

Dominated Person: When I was eight, I shaved the dog and blamed it on my sister! Then when I was ten I accidentally caught my neighbor's house on fire and blamed it on my sister! Then when I was 13...........

As compared to:

Mage: Tell me what you know about Group A!

Dominated Person: *Tells everything they know about Group A*

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TormakSaber
 
PostPosted: Sun, Feb 28 2010, 2:50 AM 

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Said person also gets a secondary will save at a bonus to resist doing that action and if they resist cannot simply be asked the same question again.

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ainjyll
 
PostPosted: Sun, Feb 28 2010, 2:52 AM 

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Just out of sheer curiosity.... would the group that was getting their secrets blabbed need to be consulted on whether they accept the use of a PnP spell or just the one being dominated?

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Grymia
 
PostPosted: Sun, Feb 28 2010, 2:56 AM 

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That actually is an interesting question TBH. I think honestly it's the individual that'd need to be consulted more then the group, but depending on the group they may have protective measures in place which the person'd need to keep in mind. (Though honestly if they do, I dunno what they'd need)


 
      
chaos and discord
 
PostPosted: Sun, Feb 28 2010, 2:58 AM 

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so... that means they can forcefully take information from you if there is consent and a save is allowed to resist telling?, so if there is no consent or a save they cant force you to tell? ( i ask because a mage would be able to force just abut anything to tell its secrets and if said person being dominated would be resistant to torture, it could null alot of potential RP.)


 
      
Grymia
 
PostPosted: Sun, Feb 28 2010, 3:02 AM 

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chaos and discord wrote:
so... that means they can forcefully take information from you if there is consent and a save is allowed to resist telling?, so if there is no consent or a save they cant force you to tell? ( i ask because a mage would be able to force just abut anything to tell its secrets and if said person being dominated would be resistant to torture, it could null alot of potential RP.)


If you consent, but save against the Domination the same question cannot be asked again.

If there's no consent there's precious little that can honestly be done.


 
      
chaos and discord
 
PostPosted: Sun, Feb 28 2010, 3:07 AM 

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*nod nod* good, spells can shorten potential RP by to much... either with stunning spells or bigbys that can be used to move people outside of towns, it ruins a chance for people to attempt escapes and such just cus they have low spell resist... or will saves.


 
      
chaos and discord
 
PostPosted: Sun, Feb 28 2010, 3:08 AM 

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and with the huge numbers of mages.... well... that speaks for its self..


 
      
Grymia
 
PostPosted: Sun, Feb 28 2010, 3:11 AM 

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The fact of mages existant in Forgotten Realms is like saying there's terrorists in Modern day Earth, they're a fact of life that can't really be ignored.


 
      
Yurell
 
PostPosted: Sun, Feb 28 2010, 3:20 AM 

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I've always imagined it more as a turning them into your puppet, spell. You can make a puppet do whatever you like, but can't make it reveal something of its own volition (i.e. you couldn't ask it a question and expect an answer, since you are the one controlling what answer it gives).

Of course, it really is fuzzy. "Tell me where the secret base is" could be answered with "underground" should the spell work in a manner that allows questions to be asked in the form of orders ("Where is the base?" isn't an instruction).

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TormakSaber
 
PostPosted: Sun, Feb 28 2010, 3:26 AM 

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chaos and discord wrote:
*nod nod* good, spells can shorten potential RP by to much... either with stunning spells or bigbys that can be used to move people outside of towns, it ruins a chance for people to attempt escapes and such just cus they have low spell resist... or will saves.


Now you're just complaining about magic in general. It doesn't work like that. It has nothing to do with PnP at this point.

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Grymia
 
PostPosted: Sun, Feb 28 2010, 3:31 AM 

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TormakSaber wrote:
chaos and discord wrote:
*nod nod* good, spells can shorten potential RP by to much... either with stunning spells or bigbys that can be used to move people outside of towns, it ruins a chance for people to attempt escapes and such just cus they have low spell resist... or will saves.


Now you're just complaining about magic in general. It doesn't work like that. It has nothing to do with PnP at this point.


The best you can do is be better forewarned about magic both IC and OOC.

http://www.d20srd.org is a basic site that would have information about many possible spells that might be used against you in a PnP fashion, and can help you understand it better as a player.

ICly.. well.. it pays to have mage buddies, or learn about magic.


 
      
chaos and discord
 
PostPosted: Sun, Feb 28 2010, 3:32 AM 

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wasnt meant to be a complaint... was just a ' i like to rp stuff' in the exact same sence as why i wanted the origeonal cllarification of dominations, that statement wasnt meant to be continued.


 
      
TormakSaber
 
PostPosted: Sun, Feb 28 2010, 3:34 AM 

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Magic is still roleplaying.

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chaos and discord
 
PostPosted: Sun, Feb 28 2010, 3:36 AM 

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of this i know... but in my opinion its used to often to end a currant RP situation...


 
      
Grymia
 
PostPosted: Sun, Feb 28 2010, 3:37 AM 

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And yet, it's a valid IC option that doesn't always work.


 
      
chaos and discord
 
PostPosted: Sun, Feb 28 2010, 3:42 AM 

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well my question was awnsered, and i apologise for bringing up my pinions on the over use of magick, for the sake of not having this post turn into an argument of whos right/ whos wrong, perhaps it best we ignor it.


 
      
MoshingChris
 
PostPosted: Sun, Feb 28 2010, 4:01 AM 

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Mind in my Paladins mind, answering any questions would ultimately lead to a loss of honor, which is worse than death, so none of the questions would be answered unless you phrased them in such a way as to not warrant him losing honor.

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TormakSaber
 
PostPosted: Sun, Feb 28 2010, 4:08 AM 

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You would get a will save at a will bonus, and if you failed, you would then answer the question. Immediate refusal is only for "obviously self destructive actions."

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chaos and discord
 
PostPosted: Sun, Feb 28 2010, 4:23 AM 

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define will bonus... im getting lost...


 
      
TormakSaber
 
PostPosted: Sun, Feb 28 2010, 4:25 AM 

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"With a will bonus" (my bad). It's in the quoted spell text above.

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Yurell
 
PostPosted: Sun, Feb 28 2010, 4:31 AM 

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MoshingChris wrote:
Mind in my Paladins mind, answering any questions would ultimately lead to a loss of honor, which is worse than death, so none of the questions would be answered unless you phrased them in such a way as to not warrant him losing honor.


It's well within your rights to refuse to abide by the PnP version of the spell.

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IronAngel
 
PostPosted: Sun, Feb 28 2010, 9:34 AM 

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I disagree with that. I'm not sure if the DMs made a clear ruling after my leave, but there wasn't one before.

It is not a PnP spell, because the NWN description says the target becomes a loyal and faithful servant. Mechanically, it is a Daze effect, but I don't think you should have any right to refuse the domination aspect. It is both in the NWN name and description, and you don't need to know anything about PnP to understand that.

It is a domination spell, and you should not be allowed to simply ignore that aspect.

If you want the specific workings of the spell, of course, you'd need to consult d20SRD or something equivalent. Perhaps it would be better to offer the detailed information somewhere on Amia.

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Yurell
 
PostPosted: Sun, Feb 28 2010, 9:38 AM 

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IronAngel wrote:
I disagree with that. I'm not sure if the DMs made a clear ruling after my leave, but there wasn't one before.

It is not a PnP spell, because the NWN description says the target becomes a loyal and faithful servant. Mechanically, it is a Daze effect, but I don't think you should have any right to refuse the domination aspect. It is both in the NWN name and description, and you don't need to know anything about PnP to understand that.

It is a domination spell, and you should not be allowed to simply ignore that aspect.

If you want the specific workings of the spell, of course, you'd need to consult d20SRD or something equivalent. Perhaps it would be better to offer the detailed information somewhere on Amia.


I disagree. I believe it should be in the realm of PnP-permissable. You can't force someone mechanically to not drink the mindblank, and once they do there's nothing you can do about it. Did they give yo an order not to drink the mindblank? No ... but is that in the spirit of the rules?

And exactly how far can this be taken? Becoming "a loyal and faithful servant" is completely different to "You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind". Do we obey the NWN ruling or the PnP ruling?

And exactly how far does it take? If you're arguing to enforce it because NWN says so, the NWN version says nothing about additional saving throws or refusal to kill one's self IIRC.

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IronAngel
 
PostPosted: Sun, Feb 28 2010, 9:57 AM 

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Indeed. The NWN version is actually stronger. And I daresay drinking a Mindblank is just as much an exploit as drinking a GR is to get rid of Curse Song. Bannable offense in my eyes.

But the point is: when in doubt, you should consent to the PnP rules, because the NWN rules are incomplete. Either way, you should never be allowed to pretend it's just a daze, because that's not what the spell is.

Common sense first and foremost. I'd rather the PnP rules were made Amia canon and posted in game because of this.

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Yurell
 
PostPosted: Sun, Feb 28 2010, 10:02 AM 

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IronAngel wrote:
Indeed. The NWN version is actually stronger. And I daresay drinking a Mindblank is just as much an exploit as drinking a GR is to get rid of Curse Song. Bannable offense in my eyes.


I'd never heard that either were bannable, nor did I know of the latter.

IronAngel wrote:
But the point is: when in doubt, you should consent to the PnP rules, because the NWN rules are incomplete. Either way, you should never be allowed to pretend it's just a daze, because that's not what the spell is.

Common sense first and foremost. I'd rather the PnP rules were made Amia canon and posted in game because of this.


I'd rather the PnP rules were Amia canon too.

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Sylfwe
 
PostPosted: Sun, Feb 28 2010, 10:08 AM 

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IronAngel wrote:
Common sense first and foremost. I'd rather the PnP rules were made Amia canon and posted in game because of this.


Full support here.

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Yurell
 
PostPosted: Sun, Feb 28 2010, 10:09 AM 

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IronAngel wrote:
Common sense first and foremost.


I'd like to point out given every other rule involving PnP 'common sense' dictates it does whatever it's mechanically forced to do.

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Selvec Darkon
 
PostPosted: Sun, Feb 28 2010, 10:13 AM 

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Completely disagree. Because PnP rules contridict some Amian rules. They also can make things more powerful then they should be, or other things underpowered.

Also, PnP rules are confusing.

Thirdly, copying PnP rules into text format on the website would likely breach some copyright law and get us all in big trouble with Wizards.

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Yurell
 
PostPosted: Sun, Feb 28 2010, 10:14 AM 

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Selvec Darkon wrote:
Thirdly, copying PnP rules into text format on the website would likely breach some copyright law and get us all in big trouble with Wizards.


I fail to see how, so long as it's a sourced quotation.

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TormakSaber
 
PostPosted: Sun, Feb 28 2010, 10:19 AM 

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I don't trust the vast majority of Amians to be responsible with this without mutual consent, to be frank.

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Sylfwe
 
PostPosted: Sun, Feb 28 2010, 10:26 AM 

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Yurell wrote:
I'd like to point out given every other rule involving PnP 'common sense' dictates it does whatever it's mechanically forced to do.


The term "common sense" should be eliminated from vocabulary as it's entirely subjective, but that's another matter. I suggest "scientific sense" be the replacer, it would imply you have some experience with the thing you're considering or have read about it from a reliable source. Of course, that doesn't apply to "can I survive if I throw myself in acid", so there are extreme examples where common sense would work. Then again, someone unfamiliar with the world and physical PC limitations could take that as survivable since this is a magical world. Reducing it to the absurd thinking should be considered.


Yurell wrote:
Selvec Darkon wrote:
Thirdly, copying PnP rules into text format on the website would likely breach some copyright law and get us all in big trouble with Wizards.


I fail to see how, so long as it's a sourced quotation.


You see quotations with reference to the sources everywhere, from newspapers to books to websites, no copyright infringement there.

TormakSaber wrote:
I don't trust the vast majority of Amians to be responsible with this without mutual consent, to be frank.


That's the risk of anything, it's not just PnP you need consent for, it's doing anything to another's character, don't see the difference. And if it's not a rule, some people won't ever consider allowing anything to happen to their character.

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TormakSaber
 
PostPosted: Sun, Feb 28 2010, 10:44 AM 

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I'm not going to force a canon spell description that by default forces a DM to be present at every use of the spell to arbitrate what constitutes something they should be forced to answer, because as we've seen in thes'e topics, everyone and their dog can rationalize th smallest question as a death threat to place it under "Self destructive action" and therefore do absolutely nothing. No, rather leave it under mutual consent between responsible players.

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Selvec Darkon
 
PostPosted: Sun, Feb 28 2010, 10:45 AM 

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Yurell wrote:
Selvec Darkon wrote:
Thirdly, copying PnP rules into text format on the website would likely breach some copyright law and get us all in big trouble with Wizards.


I fail to see how, so long as it's a sourced quotation.


Because it won't be just a sourced quotation or like a sentence. But entire paragraphs, perhaps even pages.

Be like writing up pages from the PnP book on Wikipedia, even sourced they will delete it.

And yea, then their is Tormak logic. People can be dickheads.
Not a direct quote mind you, but the basic overview of it. People can, and regularly will, completely and utterly not use common sense, or purposely ignore common sense, to get their way.

My view, but seem's to be similar to Tormaks.

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Last edited by Selvec Darkon on Sun, Feb 28 2010, 10:48 AM, edited 1 time in total.

 
      
Yurell
 
PostPosted: Sun, Feb 28 2010, 10:46 AM 

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It seems to take up less than a page to me.

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Selvec Darkon
 
PostPosted: Sun, Feb 28 2010, 10:49 AM 

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PnP rules on general stuff, then specfic rules exist. Then rules on spells, the specfics of spells, how they can be used, for every spell.

Then you have rules needed to keep things in line. Like unbalanced use of scrying and such.

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Yurell
 
PostPosted: Sun, Feb 28 2010, 10:52 AM 

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I wouldn't have gone beyond the spells that are already included, and it has been said that this won't happen, so it's a discussion we needn't have anyway.
As much as I'd like PnP spell rules to be included, without continual DM presence this wouldn't work anyway. People would just argue minutiae ad nauseum (I know I would).

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The Incognitos
 
PostPosted: Sun, Feb 28 2010, 10:55 AM 

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I was under the impression that the PnP version gave you a save everytime you were ordered to do something contrary to your alignment and further, that if you passed a save the caster would not know the spell was no longer working?

Can anyone clarify this?

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Yurell
 
PostPosted: Sun, Feb 28 2010, 10:57 AM 

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The Incognitos wrote:
I was under the impression that the PnP version gave you a save everytime you were ordered to do something contrary to your alignment and further, that if you passed a save the caster would not know the spell was no longer working?

Can anyone clarify this?


AFAIK, that is correct. That's what the +2 Will save retry is for.

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The Incognitos
 
PostPosted: Sun, Feb 28 2010, 11:40 AM 

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Yurell wrote:
The Incognitos wrote:
I was under the impression that the PnP version gave you a save everytime you were ordered to do something contrary to your alignment and further, that if you passed a save the caster would not know the spell was no longer working?

Can anyone clarify this?


AFAIK, that is correct. That's what the +2 Will save retry is for.


This being the case, wouldn't it be best to try and ensure a DM was present? Then both the caster and the dominated individual would be taking a risk. If the dominated person passed their test theu could then give the caster missinformation that the caster would assume was faultless.

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Yurell
 
PostPosted: Sun, Feb 28 2010, 11:42 AM 

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Oh sorry, I misread your statement. The caster would most likely know when the spell ends, since he loses all the telepathic information.

Sorry again!

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The Incognitos
 
PostPosted: Sun, Feb 28 2010, 11:47 AM 

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I thought there was a chance that the caster would not know? There was some save that had to be made... can't remember exactly.

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Yurell
 
PostPosted: Sun, Feb 28 2010, 11:48 AM 

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The entire description was copied out in Tormak's post:

TormakSaber wrote:
1: It requires mutual consent from all players involved to even begin using aspell in this fashion.

2:

Quote:
Dominate Person
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 4, Sor/Wiz 5
Components: V, S
Casting Time: 1 round
Range: Close (25 ft. + 5 ft./2 levels)
Target: One humanoid
Duration: One day/level
Saving Throw: Will negates
Spell Resistance: Yes

You can control the actions of any humanoid creature through a telepathic link that you establish with the subject’s mind.

If you and the subject have a common language, you can generally force the subject to perform as you desire, within the limits of its abilities. If no common language exists, you can communicate only basic commands, such as “Come here,” “Go there,” “Fight,” and “Stand still.” You know what the subject is experiencing, but you do not receive direct sensory input from it, nor can it communicate with you telepathically.

Once you have given a dominated creature a command, it continues to attempt to carry out that command to the exclusion of all other activities except those necessary for day-to-day survival (such as sleeping, eating, and so forth). Because of this limited range of activity, a Sense Motive check against DC 15 (rather than DC 25) can determine that the subject’s behavior is being influenced by an enchantment effect (see the Sense Motive skill description).

Changing your instructions or giving a dominated creature a new command is the equivalent of redirecting a spell, so it is a move action.

By concentrating fully on the spell (a standard action), you can receive full sensory input as interpreted by the mind of the subject, though it still can’t communicate with you. You can’t actually see through the subject’s eyes, so it’s not as good as being there yourself, but you still get a good idea of what’s going on.

Subjects resist this control, and any subject forced to take actions against its nature receives a new saving throw with a +2 bonus. Obviously self-destructive orders are not carried out. Once control is established, the range at which it can be exercised is unlimited, as long as you and the subject are on the same plane. You need not see the subject to control it.

If you don’t spend at least 1 round concentrating on the spell each day, the subject receives a new saving throw to throw off the domination.

Protection from evil or a similar spell can prevent you from exercising control or using the telepathic link while the subject is so warded, but such an effect neither prevents the establishment of domination nor dispels it.

_________________
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