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Azothath wrote:

it is doing alot of different things. You might want to simplify the effects. Otherwise you can do the choose your buff like Blessing of Fervor.

Text wise remove the word 'enchanted' for 'Effected creatures gain...'

thats a nice idea dont know if i will be able to balance it proprerly as a level 3 spell but let me try

same casting properties of haste and bof (durantion, range, targets...)

the options would be

+1d6 of electric in 1 weapon

+30 ft movement

+2 cl on spells of air descriptor

-2 penalty on ranged weapons


Pizza Lord wrote:

I am just going to run through my thoughts and put them out as I look it over.

** spoiler omitted **...

thanks for the insight, my goal for this spell is for it to be a multi target buff for combat such as haste or prayer, themed around wind, for my wind themed cleric

initially a overvalued the extra attack and though it was just better them a shocking weapon, now i see that it is probably better than the extra attack.

some ideas for nerfs i have are

reduce to 1d4

reduce speed to 15ft

instead of speed they hover ignoring dificult terrain

im also open to suggestions for this spell from 0
or just other nerfs suggestions

(also yes they are not supose to have it in ther 2 claws)


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I grok do u wrote:

My take:

Power level is probably okay, although maybe drop the ranged attack penalty to -2, so it's not stepping on Cloak of Winds too much.

Should be Evocation or Transmutation school.

Should add a costless material component (dandelion seed, bit of kite string, or the like).

As clerics don't usually get haste (nor cloak of winds), so you have the right idea to gate it behind deities. This can be done by adding special casting rules for appropriate deities individually, or more generally by tying it to the domain(s).

this all make sense, i like it,so it would be like that.

Wind Bless:

School Evocation[air]; Level sorcerer/wizard 3, Druid 3, Cleric 3 (Hshurha or Ranginori)
CASTING

Casting Time 1 standard action
Components V, S ,M (A feather of a medium or bigger bird)

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The Enchanted creatures are imbued with the power of the wind and thunder. This has several effects.

Creatures Chose one of their attacks, it deals +1d6 of electric damage. they may change which attack deal extra damage each round.

Creature is surrounded by a wind veil, ranged attack rolls against them take a -2 penalty.

Land and Fly increase by 30 feet if you already have those movements, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed


Wind Bless:

School Enchantment[air]; Level sorcerer/wizard 3, Druid 3, Cleric 3 (Hshurha or Ranginori)

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)

DESCRIPTION

The Enchanted creatures are imbued with the power of the wind and thunder. This has several effects.

Creatures Chose one of their attacks, it deals +1d6 of electric damage. they may change which attack deal extra damage each round.

Creature is surrounded by a wind veil, ranged attack rolls against them take a -4 penalty.

Land and Fly increase by 30 feet if you already have those movements, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed

I'm Doing a Supportive air themed cleric,and wanted do an air themed suportive spell for combat. i made a weaker version of haste but more wind oriented, i'm pretty sure it have the right power level for a level 3 wizard spell, but not sure if it's too much (or too little) for a cleric.