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Mocking Shadow:

Mocking Shadow
School illusion (shadow) [shadow]; Level bard 4, sorcerer/wizard 4
CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range see text
Effect see text
Duration see text
Saving Throw Will disbelief (if interacted with); Spell Resistance yes

DESCRIPTION

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a non-harmless spell of 4th level or lower that you see being casted and you have identified it in the last 5 minutes by another caster and have the casting time of a full round action or less.

this spell work as one casted using shadow evocation or shadow conjuration and you can ignore material component of 100gp or less.

made some changes based on feedback here and from discord.


Mocking shadow:
Mocking Shadow
School illusion (shadow) [shadow]; Level bard 4, sorcerer/wizard 4

CASTING

Casting Time 1 standard action
Components V, S

EFFECT

Range see text
Effect see text
Duration see text
Saving Throw Will disbelief (if interacted with); Spell Resistance yes

DESCRIPTION

You tap energy from the Plane of Shadow to cast a quasi-real, illusory version of a spell of 4th level or lower that you see being casted and you have identified it in the last 5 minutes. Spells that deal damage have normal effects unless an affected creature succeeds on a Will save. Each disbelieving creature takes only one-fifth damage from the attack. If the disbelieved attack has a special effect other than damage, that effect is one-fifth as strong (if applicable) or only 20% likely to occur. If recognized as a shadow evocation, a damaging spell deals only one-fifth (20%) damage. Regardless of the result of the save to disbelieve, an affected creature is also allowed any save (or spell resistance) that the spell being simulated allows, but the save DC is set according to shadow evocation’s level (5th) rather than the spell’s normal level.

Non-damaging effects have normal effects except against those who disbelieve them. Against disbelievers, they have no effect.

Healing effects give temporary health that can't exceed the target total life instead of healing.

Objects automatically succeed on their Will saves against this spell.

thoughts? i want it to be balanced and make sense of corse, is there something i should type of spell i should not include to avoid some sploit


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.