<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=299037.msg14713676#msg14713676">Quote from: Kathyan on 23-02-2019, 21:25:43</a></div></div><blockquote class="bbc_standard_quote">The thing is that the text of spell doesn't actually specifies it so I was confused about it. If it works as you say I might change it the next time we rest.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>If the save says "Reflex negates" It means the<em>entire</em>spell is bypassed by a save. Since it has a bullrush attempt and damage whether or not the bullrush hits you would see if they fail the save, then roll your bullrush and see if that succeeds or fails, and only<em>then</em>do you roll and apply the non-lethal damage. You apply the damage<em>after</em>checking the bullrush because the spell mentions it afterward and that way they get to resist your bullrush before your non-lethal damage could potentially knock them out.<br/><br/>Personally I generally avoid most spells with a "Save negates" unless it's a positive spell that most people will choose to accept or it's got a very powerful effect that I feel is worth the risk. Cause Fear for instance is a "Will<em>partial</em>" that targets low HD enemies who are unlikely to have high will saves and removes them from the fight for some time, making it a good low level spell for clearing the fodder so that high value targets can be focused. It also makes enemies shaken (https://www.d20pfsrd.com/gamemastering/conditions#TOC-Shaken) for a round even if they<em>make</em>the save! At higher levels all your enemies have more HD then it affects so it becomes useless and can be traded out for something more useful like a buff or utility spell but at low levels it's possibly one of the most powerful 1st level spells in the game.<br/><br/>Otherwise I try to use spells that call for Fort saves against casters and spells that need Will saves against combat classes as those are (<em>generally</em>) their low saves.<br/><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=299037.msg14712513#msg14712513">Quote from: Saric on 23-02-2019, 03:06:04</a></div></div><blockquote class="bbc_standard_quote">*snip* Could you have cast one of these into the sails and simply <em>outrun</em> the Kraken? :P</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=299037.msg14713206#msg14713206">Quote from: Roleplay Frog on 23-02-2019, 15:11:10</a></div></div><blockquote class="bbc_standard_quote">I'm feeling a soft no, vehicles have an indicated speed and I feel like trying to push that one is propably not good for the sails. Not a sailoring expert though.<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=299037.msg14713676#msg14713676">Quote from: Kathyan on 23-02-2019, 21:25:43</a></div></div><blockquote class="bbc_standard_quote">Actually I sort of chose that spell with some hoping that it could be used in such way at some point but not while being the ship is being grabbed by a kraken and heavily damaged.</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=299037.msg14713678#msg14713678">Quote from: Roleplay Frog on 23-02-2019, 21:29:54</a></div></div><blockquote class="bbc_standard_quote">I feel like we have enough wind magic, not certain on the spell. It certainly helps if there is no wind or if you want to sail against the wind. <br/><br/>soo.. Autocad's up I reckon *gets the ropes!*</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=299037.msg14713683#msg14713683">Quote from: Kathyan on 23-02-2019, 21:33:36</a></div></div><blockquote class="bbc_standard_quote">Do we?</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/><div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=299037.msg14713688#msg14713688">Quote from: Roleplay Frog on 23-02-2019, 21:36:32</a></div></div><blockquote class="bbc_standard_quote">Rovana has something for the occasion. Story will tell. :P</blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Firstly the 'Vehicle Speed' assumes<em>ideal natual conditions</em>: A wagon with a full team of healthy and fully rested draft animals, that's not overloaded, on a flat, properly paved road. A ship, in perfect condition, with the sails expertly set, sailing<em>with</em>the wind in calm seas. Etc.<br/><br/>So if you're<em>not</em>in ideal conditions your actual speed is<em>always lower</em>.<br/><br/>Second those are for<em>natural conditions</em>: Any spell is, by it's very nature,<em>unnatural</em>. So a ship being pushed by a windspell when becalmed would actually be<em>faster</em>then dealing with natural wind of the same speed because it doesn't have to deal with the chop (waves while still at sea) that a natural wind would blow up. Weather or not a<em>given</em>spell can exceed it's listed "Vehicle Speed" (which said table is a load of rubbish to start with but eh.) would be a matter of GM judgment based on the stated power of the spell and the existing local conditions. (A low level wind spell isn't going to let you sail directly against a hurricane for instance, but it might reduce the wind coming at you or change the angle enough to let you tack against it at a better angle or to reduce the strain it puts on the ship.)<br/><br/>As such it's<em>usually</em>just better to ignore the speed table and just decide how long a voyage should last based on your own desires and how many random encounters you want along the way, and to deal with chase by just stating who is faster and letting the players try to come up with ideas to close or open the gap faster. But that's just my opinion and what I normally find on forums and such. As always the final decision lays with the GM.<br/><br/>Thirdly:<em>We</em>don't know Rovana abilities because you<em>specifically haven't told us</em>, so saying "we have enough of that kind of magic" when we have no way of knowing that is rather unfair and I feel you owe Kathyan an apology! :P<br/>