and what would be the effect of having the sirocco spell inside a pit spell? or right on top?
Greylurker wrote:
and Corbin Dallas wrote:
Corbin Dallas answers Greylurker's question; that is exactly what happens, and then he is in a Globe of Invulnerability my question is what if a wall of iron is dropped on a Pit, then the pit ends, or suppressed?
Greater Grease
A Greater Grease spell covers a solid surface with a layer of slippery grease. Any creature in the area when the spell is cast must make a successful Reflex save or fall. This save is repeated on your turn each round that the creature remains within the area. A creature can walk within or through the area of grease at half normal speed with a DC 15 Balance check. Failure means it can’t move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Balance skill for details). The spell can also be used to create a greasy coating on One item/ 3 caster levels (max of 6 items at 18th lv.). Items must be within the spell range and no two items can be more than 30 ft. apart. Material objects not in use are always affected by this spell, while an object wielded or employed by a creature receives a Reflex saving throw to avoid the effect. If the initial saving throw fails, the creature immediately drops the item. A saving throw must be made in each round that the creature attempts to pick up or use the greased item. A creature wearing greased armor or clothing gains a +15 circumstance bonus on Escape Artist checks and on grapple checks made to resist or escape a grapple or to escape a pin. Material Component : A bit of pork rind or butter.
edit
Kris Myatt 47 wrote: I don't make my own spells, honestly, I try not to play casters much at all. So, this is just my opinion, but if you increase the area of the spell, plus damage, shouldn't that be more along the lines of a 5th to 6th level spell? grease is a first lv spell and fireball is 20-ft.-radius spread with 1d6 points of fire damage/per lv. (max of 10d6) basicly it does the same damage as fireball with added effects thus im thinking 4th lv more then 3rd
i also want to reserch a greater grease spell.
with a higher dc to pass on reflex saves and the dc for staying upright, and the bonus to escape artist rolls, should be increased to 15
The 8th Dwarf wrote:
Off topic (kind of) i wish Piazo made a wiz-sorc PrC. Yes i know its a glass cannon, but i liked playing a glass cannon!
So, my druid uses dazing call lightning, his one baddie with a bolt, and its dazed for 3 rounds. But after only 2 rounds i hit it again (same spell, different bolt) and its dazed for 3 more rounds, not 4. Right? But say my first CL runs out, but i like the spell so i cast it again (while things are dazed) would the daze effect overlap, or override? (just so i get it strait)
My fav combo ive read on the 'boards is; use shape stone to make a bolder as big as you can roll with telekinisis, (and shape stone of course) shrink it, rinse and repeat til you have 1stone/ lvl.
Edited for clairity.
Here's the list
Artemis Moonstar wrote:
Yeah me too!!
sunbeam wrote:
I'd like to read the answer to this post.
Ravingdork wrote: Also, good luck adjudicating any staff with fabricate in it. You must provide the material components during the staff creation. Since the spell's costly components are so variable, you can't really determine that during the creation (as you have no idea what the spell is going to create). Thanx Ravingdork i hadnt thought of that. So well go with stone shape instead, we are in a stone duengion anyway. And Fab. dosent work well with stone or metal
Ashiel, if i wanted to craft a staff (bonded item really) that used your system, and had the spells: shrink item, telekinesis, fabricate or stone shape, with 10 charges/day, how much would it cost?
There is another thread called "telekinetic cheese" (im at work so i dont have much time to find it) that uses TK and shrink item, say a ten foot bolder shrunk to the size of a sling stone hurled and at the command word, mid-flight, gits big and smashes into the party. Then the wizards has a bolder they can roll around onto people. And its 1 object per CL. At level ten thats only ten objects.
i also had thought a lot about the Master of the Unseen Hand but found some of the class abilities stupid, so i revised it...and gave it 10 levels. The Master of the Unseen Hand(Revised) 3/4 Bab
HD = 1d6
To qualify to become a Master of the Unseen Hand, a character must fulfill all the following criteria. Arcane Caster level: +9.
Class Skills:
Improved Caster LV.
Versatile Telekinesis
Telekinetic Wielder
Sustained Concentration
Full Attack Telekinesis
Improved Violent Thrust
Spell Penetration Feat
Improved Lift
Telekinetic Two-Weapon Fighting
Fling
Pebble Shot
Improved Telekinetic Two-Weapon Fighting
Greater spell penetration
Greater violent thrust
Telekinetic Multiweapon fighting
Flay
Rearrange
yes it is very wordy but the class needed a capstone ability. and it seemed to fit.
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