Sage

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Looking for clarity (official, not opinion) on this Class Feat. Does it remove the Material Casting action, or replace it with a (second) Somatic Casting action?

e.g. Sending is normally a three action cast (Material, Somatic and Verbal). Is Sending now Somatic/Verbal, or Somatic/Somatic/Verbal?

What about a spell with no Somatic to begin with (didn't check to see if that existed)? I assumed in this case, Material is replaced with Somatic.


1 person marked this as FAQ candidate.

There is debate within one group I play in whether or not a Banshee's Wail is Sonic damage. It never explicitly states that it's sonic damage, but does state its a "sonic death effect" (and one could logically infer sonic). It also references the 9th level spell, which again, though listed as sonic descriptor, never states the type of damage in the description.

Thoughts?


Using Nimbus of Light as the specific example, but the question is generic to *when* damage from emanations takes place.

For example. Let's say a Cleric's turn starts with her Nimbus already up, and two undead creatures are already within it. Then lets say she moves 30' on her turn, removing one of the original undead from the area but adding two additional undead into range. Do all 4 take damage since at some point in the round they were exposed, or does it have to be declared at a specific point in the round (e.g. start, end) when the damage takes place?


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Dancing Wand
Enchantment [Air]

Level: Sorcerer/Wizard 5, Magus 5
Components: V, S, M
Casting Time: 1 standard action
Range: None (wand touched)
Target: 1 wand
Duration: 4 rounds (see below)
Saving Throw: None
Spell Resistance: No

"With a flick of your wrist you send your wand into the air beside you, where it hovers at shoulder height and begins blasting away at your enemies as you go about other tasks."

This spell animates one of your wands in a similar fashion to a Dancing Weapon. Starting the round after casting, the caster can utilize the wand as if s/he was holding it with a move-equivalent action, leaving him/her to take additional actions such as casting a spell or taking any other standard action allowable. The duration of the Dancing is 4 rounds from after the round cast.

While Dancing, the wand is considered to share the same space as the caster and is considered wielded or attended by the caster for all maneuvers and effects that target items. The Dancing Wand accompanies the caster everywhere, whether s/he moves by physical or magical means.

The caster can grasp the wand as a free action anytime, including when the spell ends, though this effectively ends the spell even if the duration has not yet expired. If the caster is unable to grab the wand at the spells expiration, it clatters to the ground unharmed, unless some mitigating circumstance dictates otherwise (DM discretion).

The material component is the wand to be animated, which is not hurt or expended in any way as a result of the casting (of course, using the Wand require charges to be expended as applicable to normal usage).


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Thunderclap
Evocation [Air, Sonic]

Level: Sorcerer/Wizard 4
Components: V, S
Casting Time: 1 standard action
Range: Medium (100’, + 10’ per level)
Target: 20' Radius
Duration: Instantaneous (see below)
Saving Throw: Yes
Spell Resistance: Yes

"You slam your staff upon the ground and call out the final incantation. A thunderous boom follows, and your enemies left standing stumble about from the shock and awe."

Thunderclap rapidly expands the air in the area of effect, causing a shockwave (and a loud boom) like that of thunder.

Anyone in the area of effect take 1d4 points of sonic damage per caster level (max of 12d4) and is considered staggered for 1 round. A successful Reflex saves halves damage and prevents the staggered condition.


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Air Bridge
Transmutation [Air]

Level: Sorcerer/Wizard 2, Druid 2
Components: V, S
Casting Time: 1 standard action
Range: Short (50, + 5’ per level)
Target: Creates semi-transparent bridge of air
Duration: 1 minute/level (D)
Saving Throw: None
Spell Resistance: Yes

"Raising your hand and wiggling your fingers in a walking motion, you watch as the air thickens and forms a passable bridge over the chasm in front of you."

When cast, you create a 6 inch thick bridge of thickened air. The thickened air becomes semi-transparent, so onlookers can see its shimmering form. Once in place, the bridge cannot be moved by the caster.

The bridge can be a maximum of 10' + 1'/caster level wide and 20' + 10'/caster level long, and must be anchored on at least one end (merely touching a solid surface suffices as an anchor). The maximum upward or downward angle of the bridge is 45 degrees. The bridge can sustain any creature or object of up to 300lbs + 50lbs/level. Any individual creature or object that exceeds this weight limit sinks through the thickened air and falls.

A Gust of Wind or stronger magics acting directly against the bridge act as a Dispel Magic against the bridge. The bridge cannot be cast in an area where natural wind speeds are already at Gust of Wind speeds or higher (sustained 50mph).


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Lightning Bugs
Evocation [Electricity]

Level: Sorcerer/Wizard 2
Components: V, S, M (live bug or miniature replica worth at least 1gp)
Casting Time: 1 standard action
Range: Close (25, + 5’ per 2 caster levels)
Target: 1 or more Creatures within range (See Text)
Duration: See Text
Saving Throw: None
Spell Resistance: Yes

"Whispering arcane words of encouragement, you blow the bug out of your cupped hand and towards its target(s), where it transforms into tiny winged motes of electric energy."

When cast, tiny winged motes of sparkling bluish energy fly out from you towards their intended target(s). You conjure 2 such motes at 3rd level, plus an additional mote for every 3 levels past 3rd (3 at 6th, 4 at 9th, and maxing out at 5 motes at 12th level and above). These “bugs” can be directed to individual targets or grouped according to the caster’s desires, so long as any given target is within range.

Each mote makes a ranged touch attack against its given target (as the caster). Success indicates the mote is destroyed in small flash accompanied with a zapping sound, and the target takes 2d4 points of electric damage. A miss does not necessarily end the threat, as the motes will follow their designated target and continue to attack on the caster’s turn for up to 3 additional rounds. If the target moves further than 50 feet in a round or is killed, the mote self destructs in a harmless blue flash. Once a target is designated for a given mote, it cannot be changed.

If a replica is used in the casting in place of a live bug, it is always destroyed in some way – melting to goo, shattering in a tiny (harmless) explosion, cracking in half, etc. In all cases, it becomes unusable for future castings.