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Switch Fate; Time Mage Spell Clarification
Switch Fate
School chronomancy; Level astrologian 2, time mage 2
Casting Time 1 immediate action
Range close (25 ft. + 5 ft. / 2 levels)
Target one creature
Duration instantaneous
Saving Throw Will negates; Spell Resistance yes
The caster of this spell can steal the target’s initiative. If the spell is successful, the caster and the creature that he targets, switch initiatives.

The question is this, when does it trigger, I have one player who has pointed out that it can be used to steal an enemies turn.  I know the usual purpose of the spell is to get higher on the initiative, their thought is that you could be higher on the initiative, and if you still have your swift action for the turn, you could steal an enemies turn and effectively go twice in the round, just being at the new lower initiative for future rounds.  I kind of figured that this was the point of the spell, but the player is concerned that power gamers may abuse it since it does not have a trigger word, as most immediate spells usually do.
Doesn't grant an extra turn, just changes the initiative order. Even if the player uses this spell after his turn, it doesn't grant him an extra turn.

Signing of Viladin


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