
Rubia |
2 people marked this as FAQ candidate. |
I am confused about something in the Haunting Mists spell:
Haunting Mists
School illusion (figment) [fear, shadow]; Level bard 2, sorcerer/wizard 2, witch 2
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range 20 ft.
Effect cloud spreads in 20-ft. radius, 20 ft. high
Duration 1 minute/level (D)
Saving Throw Will partial (see text); Spell Resistance no
DESCRIPTION
An illusion of misty vapor inhabited by shadowy shapes arises around you. It is stationary. The illusory mist obscures all sight, including darkvision, beyond 5 feet. A creature 5 feet away has concealment (attacks have a 20% miss chance). Creatures farther away have total concealment (50% miss chance, and the attacker cannot use sight to locate the target). All creatures within the mist must save or take 1d2 points of Wisdom damage and gain the shaken condition. The shaken condition lasts as long as the creature remains in the mist.
I really like this spell. However, is it a range 20 foot spell, so that you can center it away from you, or is it centered on you? The range line suggests one thing, and the description suggests another.

Purplefixer |

'rises around you' seems generally to be flavor text. It has a range of 20', so by the rules in the Spells chapter of the core rules, it can be cast centered anywhere within 20' of the caster. You actually don't want to be in the mist when it's cast, so it's wise to clear out of dodge when the wizard whips this puppy out. It hits caster, friend, foe, mounts, innocent barmaids, and kittens alike with 1d2 wisdom damage a round!
Enchanters are gonna LOVE this one...

KwwB |
'rises around you' seems generally to be flavor text. It has a range of 20', so by the rules in the Spells chapter of the core rules, it can be cast centered anywhere within 20' of the caster. You actually don't want to be in the mist when it's cast, so it's wise to clear out of dodge when the wizard whips this puppy out. It hits caster, friend, foe, mounts, innocent barmaids, and kittens alike with 1d2 wisdom damage a round!
Enchanters are gonna LOVE this one...
This doesn't seem right to me... Well. Let my clarify. Casting it away from yourself, fine. But I read it that anything in the mist takes 1d2 wisdom damage, but only once. Maybe I'm missing some rule about persistent effects and damage every round ect...
Can anyone clarify this for me please? My Illusion spec wizard would love this spell if it was 1d2 wisdom a ROUND! :)

cZak |
Compare the wording to 'Cloudkill' which specifies in the description that damage occurs every round. So our groups interpretation is that 1d2 wisdom damage happens once. A 2nd level spell that does stat damage each round for minutes duration seems a bit excessive.
As to its e/affects, it is an Illusion (Figment) spell that contradicts the description: "Figments and glamers cannot cause damage to objects or creatures". I guess the (fear) addition in the spell description justifies the wisdom damage, but...
As the caster, I would imagine you would be unaffected by your own Illusions, and telling your allies provides a +4 on their Will saves.
Its still good for a 2nd level spell.
- Will save or wisdom damage
- Creatures shaken (-2 hit, saves, skills & ability checks)
- Provides concealment
+ all these effects can potentially be negated by informing your party members; Message spell to not announce to your enemies.
All of these seem reasonable for a 2nd level spell.

Weenog |

i believe this spell does 1D2 wisdom damage for every round the creature stays inside. each round, every time they fail their will save. Becuase that is basicly how all the other fog spells work.
It should be noted, by the time they fail their save twice they will have become shaken again, and according to the rules of fear. (http://www.pathfinder-srd.nl/wiki/Fear) this causes them to become frightened.
a frightened character flees the source of their terror (the shadows in the mists in this case). This means they are likely to exit the mist asap with max of 4 wisdom damage to show for it and a fear effect that disappears instantly.
It really doesn't seem all that overpowered to me, considering the concealment bonus your giving your enemy
CZak
A shadow spell creates something that is partially real from extradimensional energy. Such illusions can have real effects. Damage dealt by a shadow illusion is real.
I don't realy know if this makes the caster immune or not and how the whole disbelief thing fits into this.