"Otherwise, it takes away the Arcane Archer's niche" It does not take away the arcane archers niche,
there's alot of debate on whether it is allowed or not.
the magic item compendium does however include
in any case having a spell storing ranged weapon is not overpowered. provided the archer declares he is using the spell before he shoots, and that the effect transfers to ammunition
spell storing ammunition would be awesome. even though it wont stack with a spellstoring bow it is still highly overpowered
as a dm, you should consider banning them or at least raising the price significantly. a good place to start is limiting the spell level stored to the arrow enchantment. for instance. +3 Spellstoring arrow (640Gp) could hold 1 level 3 spell, wile a +2 spellstoring arrow (360gp) could not
House rule: Spellstoring Ranged Weapons do not stack with spellstoring ammunition. if used together you may only apply one effect. However, an arcane archer with the imbue arrow ability may still channel an additional area of effect spell in the same shot, provided he is using non-magical arrows. spellstoring ammunition can still be a problem when you start blasting out three spells per round at the cost of only 80gp per pop, there are legal way to do this kindof thing anyway by using throwing weapons with expencive enchantments. But instead of doing that, ask for a compromise with your dm. I recommend raising the price of the spellstoring arrow signifigantly, at least the price of a scroll of the same spell level stored. or tops to the price of a melee weapon enchantment and making the arrows durable and reusable so they do not break. a Durable Admantine Arrow of Spellstoring would cost you around 2061gp but can be used many times, you might however only be able to carry a few of them at the same time.
Rynjin wrote:
well i don't see why not you can use the effect infinite times per day. the duration is 1 day/level.and command undead sais: "A nonintelligent undead creature gets no saving throw against this spell." you could spend a round casting the spell every day if your realy paranoid.
what theillway said. the flavour text mentioned "a gravewalker's creations remain forever tied to her will..." along with "Intelligent undead receive a new saving throw each day to resist your command." i'd rule mindless undead were intended to be controlled indefinitely, but only one at a time like the spell command undead. mindless undead don't get a save at all anyway right?
How does this sound? Haunting Mists School illusion (figment) [fear, shadow]; Level bard 2, sorcerer/wizard 2, witch 2
Casting Time 1 standard action
Range 20 ft.
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). These illusions only obscure the vision of those who failed the will save Each round on your turn. All creatures within the mist must make a will save or take 1d2 points of Wisdom damage and gain the shaken condition. A succesfull will save means the target has managed to disbelief the illusory effect and the target takes no damage. However, since Shadow Illusions are quasi-real there is still a 20% chance he must roll another will save (+4 bonus) each additional round he remains in the mist to avoid taking 1D2 Wisdom damage and become Shaken. A shaken character who is made shaken again becomes frightened, and attempts to leave the mists to the best of his ability's.
A character faced with proof that he is dealing with a Shadow illusion has 20% chance that he must make the will saving throw and receives a +4 bonus on the check. If he can communicates this fact to others, each such viewer gains a +4 bonus on their saving throw
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
I don't realy know if this makes the caster immune or not and how the whole disbelief thing fits into this. |