| Talonos2 |
...and that you dump them in the same spot that they left so they can't nix two rounds of full attacks with it.
If leaving them in the same spot reduces the power of the spell, I'm all for it. I actually put in the random re-entry point because I figured it would make it harder for the caster's allies to protect him, given that the caster had a chance of re-appearing in front of the party's tanks, or in the threatened area of the BBEG.
How would you nix two rounds of full attacks with it, though? Am I missing something? Assuming multiple assailants, I intended it to only nix the latter end of one foe's full attack for one round, leaving the other foe's full attacks intact.
As currently written, requiring an immediate action means it consumes the caster's swift action the following round. I could see a case for making it consume the next round's standard action instead/as well. (Perhaps stagger the caster when they return?)
Leaving the target in the astral plane provides too much damage negation potential, though. The period of vulnerability where the caster has no immediate action (and, depending on whether I keep the short range teleport, is potentially in a highly dangerous location) is critical. If the party is against three gunslingers that get three attacks each, the version I list above negates two attacks. Leaving them in the astral plane would negate eight, and removes the player from the battle (which is un-fun).
EDIT: Sorry if I come off as argumentative or stubborn. I'm actually really grateful for the feedback I've gotten so far. It's given me a lot to think about, and there's going to definitely be some form of level increase and/or nerf incoming. I just... want to push a little, because when people defend their arguments, they give better logic and more complete explanations. :)