Azmur Kell

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*bump* again, but I doubt it will help...

Starglim has added extra text of his own to the spell description, without making it clear which is the actual text and which is opinion. This is a bit misleading. The line For all other purposes, it is made of moonlight simply isn't there.

The full text is just this:

Moonlight Bridge (Su):
You summon a bridge of shimmering moonlight. The 10-foot-wide span touches the ground at a point adjacent to your position. From this point it can extend in any direction for 10 feet per oracle level. The path persists until you have crossed over the bridge or for 24 hours, whichever is shorter. You may summon a moonlight bridge a number of times per day equal to your Charisma bonus. Should the bridge be attacked, treat it as a wall of force.

There is absolutely no mention of things passing through it. The Moonlight description appears to be just a description and fluff, rather than anything to do with mechanics.

So it would seem like it is to be treated as a force effect for all relevant circumstances, with the special duration (24 hours or until the Oracle 'crosses' it, whichever is shorter).

Thus the first set of rulings by cwslyclgh seem the most compelling.


Certainly fog, mist, puddles etc are not solid objects and therefore cannot be targeted by Invisibility.

I'd agree that when shrinking a torch, the flame shrinks as a result; you can't shrink flames directly with Shrink Object.

Some very interesting ideas here though.

Invisibility on a door, Illusions behind invisible objects, etc.

As for the Magic Jar gem idea, it's great except that "the magic jar must be within spell range and you must know where it is " so unless you can see or sense the gem where it lands, making it invisible and then throwing it won't work.

Also, when you throw things you can be required to make an attack roll to see where it lands, which some DM's might interpret as the equivalent of an attack (though that does seem a bit harsh).


Surprised that this thread ended so soon - some great ideas!

The witch has always been too polarised towards the usual choices; Slumber, Evil Eye, Misfortune, Flight and Fortune.

All great, but Slumber is a bit overpowered.

Most of the other hexes are strange, underpowered and so insanely circumstancial as to be only useful for an NPC witch (and mostly for flavour).

These suggestions are a great way of expanding the reasonable choices for a witch PC, although I still think we need to go further to present balanced options.

So here are a few of my own adjustments/suggestions:

Slumber - Staggers opponent who fails a save. If targeting an opponent who is already staggered, they are instead sent into a magical sleep. Can only be used to send an opponent to sleep once per 24 hours, all other uses stagger opponent instead (but this may be used unlimited times/day).

Nails - As Nails, except it may be used for 1 min / level / day. The witch grows long nails and gains +1/2 levels morale bonus to attacks with nails. In addition, the nails count as Cold Iron or Silver (witches choice each manifestation). At 5th level they also count as +1 magic weapons and grow longer, dealing 1d6 damage.

Savage Nails (Major Hex) - Witch must have the nails hex to take this. The nails grow more savage, and deal 1d10 damage. The witch also gains the effects of Bull Strength while brandishing her nails. They also count as the alignment of the witch and deal 1 bleed damage in addition to normal damage.

Vampiric Nails (Greater Hex) - Witch must have the nails hex to take this. The nails also deal 1 point of Constitution damage. Each time the nails deal damage, the witch heals half the damage dealt or gains this as temporary hit points if she is not damaged (though this doesn't stack with itself). The witch gains the effects of a Death Knell from anyone killed by the nails.


It could work any of several ways:

A) You can 'stride' once per round for the duration as a standard action with a verbal component, with no further actions in a given round after the 'stride'.

B) The duration is a typo, and the effect should be considered instantaneous and a one-off.

C) The duration denotes a period during which you can use the effect once.

The first (A) would seem to be the RAW reading, though it does seem pretty over-powered, even with the self-only restriction. Even without the fire effect, this is like casting dimension door perhaps 90 or more times with only a 1 level bump!

The second (B) may be RAI, although this now seems a little under-powered, given the restrictions and level increase. You are only getting a minor 4d6 fire damage for the extra spell level - hardly ever worth it.

The last (C) is only slightly better than (B), but may be the most balanced interpretation.

Since we have no ruling from Paizo, it hungers for a House Ruling. Personally I would go for option (A), but bring the duration down to 1 round per level. The burst of fire implies it is a combat spell, and that is ample duration for such a powerful effect (mobility + damage). Of course, the Dimensional feats should apply here.

Also, this spell (with option A) makes for an excellent and flavoursome SLA for Devils and Demons and the like - I would consider giving them some variation of this (perhaps changing the element where appropriate) as a replacement for another SLA or their teleport at will power.