kiralon wrote:11. Bad eyes, see badly fitted glove above
kiralon wrote:9. No it doesn't, but id allow things that drain isp and ppe and chi hit both simultaneously as they are the spiritual aspect.
What I'm asking is to ask how the badly-fitted-glove analogy actually applies as a limitation though.
For example let's say we have Thoth One ("I can see through the eyes of any worshipper in the the Megaverse!") and Thoth Two ("I can see through the eyes of any Worshipper on Wormwood")
Thoth One could use Banish through the eyes of any worshipper in the Megaverse.
Thoth Two could use Banish through the eyes of any worshipper on Wormwood.
If they simply share PPE then what exactly is the incentive of Thoth Two to do the banishing?
Anybody he can use to channel a Banish (worships him) is also a worshipper that Thoth One is able to channel a banish through.
This is why I think they should have separate PPE pools. That way there is an incentive for Thoth Two to do the banishing: to save Thoth One the PPE.
It would also matter more if there as more of a time investment, since having Thoth Two do the banishing would also save Thoth One time to focus on other tasks.
kiralon wrote:12. Check description where it says "In other words, it is one god with two bodies"
This might mean 'one soul' as opposed to 'one mind' though. If it was simply one mind then the distinction of a Secondary Manifestation not being able to see through the eyes of off-world worshippers wouldn't make sense.
Let's use Essence Fragments as another example: you can view that as "one alien intelligence in many bodies" but during the time in which it splits it's mind, I don't think there is instantaneous telepathic transference of information between the Fragment and the primary body. Nor is there any shared cost of PPE.
Prysus wrote:simply costing an action shouldn't negate something being a countermeasure.
Agreed, though it's implied you'd have to use it right away. Plus P/D/E don't work against surprise attacks, so presumably to use Banish as a 1-action defense for a chance to stop it, you'd need to actually be aware the attack is happening. Either that you are being targeted or that someone else is and you want to defend for him (the "leap in front of fireball for Timmy in GM's guide scenario).
That might mean this is more feasible for psychic gods who have 6th sense since they at least know danger of SOME sort is coming, but I'm still not entirely sure how you go about discerning "someone is trying to Banish me so I wan to spend PPE to Dispel Deific Power as added security against needing to make a Save vs Magic"
Prysus wrote:Second, Dispel Deific Power (on page 94) states: "can attempt to eliminate the effects ... [snip] ... if the deific power is still being actively manipulated by the other god." So, if the other god isn't "actively" manipulating the Deific Power, by what's written, the power cannot be dispelled. In this case, as written, I'd say the Deific Power must be active before this ability can counter it.
Yeah, the biggest use of it IMO per RAW would be to shut down another god's use of Hellfire or Orb of Destruction, putting to waste the bodily investment they paid to activate it.
I guess I'm just testing waters of it feasibly being used to counter "instant" deific powers like Banishment since otherwise that's a HUGE gamechanger for god v god interdimensional games.
drewkitty ~..~ wrote:It the Deity is banished from the realm then the deity is banished from the realm. primary, secondary...doesn't matter. The deity is banished completely
Here is a similar scenario from Heroes Unlimited... a level 10 hero with Multiple Selves and ten clones (each 5th level) ... if ANY of the clones is banished, ALL of them are, including the main character?
How about a Wizard who casts Doppleganger on himself and his Doppleganger is Banished? The Wizard is also banished, even though he stayed safely out of sight?
I think we should acknowledge at some point that these are actually distinct characters being created here.
The original/primary manifestation may have awareness of what his Secondary Manifestation is doing (ie SM is basically like a worshipper) but there's no mention of inheriting negative conditions if the manifestation is cursed / befuddled, etc.
drewkitty ~..~ wrote:this is fully separate from banishment question #5 and the Moot Q's 6-12.
Because you stipulated set up for those questions was that the deity was already banned from that realm.
These are scenarios worth consideration regardless of whether or not the deity is banned though, so I don't see why you ignored them.
drewkitty ~..~ wrote:Wizards' bonuses...never really did count them in the PF2 core book. In Rifts and HU they top out at 16. *shrugs*
FoM's Lord Magus excepted but you did say 'mortal' and they've wandered outside that line by then.
kiralon wrote:But it doesn't say + to invocation strength, it says plus to spell strength, and as you pointed out it specifically says its not a spell. Wards are invoked
TBH assuming the "standard save" is vs 12 is based on "spell strength" defaulting to 12 to begin with, so if we can't consider the invocation to be a spell then I'm not sure we can appropriate the 12 base either.
Do you recall if rituals are also considered to be a form of invocation?
"Standard" rules for magic invocation AFAIK is roughyly (to paraphrase intent as I call) roll against "spell strength" (12 + bonuses) if you cast it quickly as a ritual (originally 2 melees or less, 1-3 actions in newer rules) or "ritual strength" (16, never bonuses) if you cast it over a long period of time (measured in minutes)
So maybe that should both standard options: near-instantaneous deific powers (I like 3 actions like spells of legend IMO, still pretty quick) which save at 12 (more for mage gods) and long-prep deific powers which save at 16 (perhaps more preferred by non-mage gods)
"Spell of Legend" is I think a much closer approximation of a deific power than "spells level 1 to 5". The latter can't be cast as rituals anyway.
kiralon wrote:If a wizard/priest gets +1 to save vs magic for being a wizard, and +1 save vs magic for being a priest, is that +2 to save, or only +1.
I think they should stack. This does mean multi-classing is an easier way to get huge magic saves, but that's fine with me, because you could have +50 vs magic and it won't help you if someone knows your true name (all bonuses gone!) so magic becomes a contest of wizards who can't influence each other influencing others instead and trying to discern each other's secrets.
We also know a Mind Bond can reveal a true name so that's one road to beware of if captured.