Arrow of Vengeance Spell


Conversions


What spell levels should this spell be, and is the spell over the top in its effects?

Arrow of Vengeance
School transmutation; Level cleric X, ranger Y

CASTING

Casting Time 1 standard action
Components V, S, M (a non-magical masterwork arrow)

EFFECT

Range long (400 ft. + 40 ft./level)
Target one creature
Duration 1 day
Saving Throw Will negates; Spell Resistance yes

DESCRIPTION

The somatic components of this spell involve firing a masterwork (but not magical) arrow from a bow. The magic of the spell increases the range of the fired arrow to the range listed above, and imparts an enhancement bonus to the attack roll equal to your level divided by four, minimum +1. If this arrow hits the target, it causes normal arrow damage.

If the creature struck has ever knowingly and willingly caused you harm (meaning that you have suffered damage from an attack launched by that creature or have ever been affected by a magical effect from that creature), the arrow automatically scores a critical hit. Additionally, the target must make a Will saving throw or become fully affected by the power of this spell. Such a creature suffers a –4 morale penalty to all attack rolls made against you, and you gain a +4 bonus to all saving throws incurred by attacks from this victim. By concentrating for a minute, you can divine the location of a creature under the effects of this spell as per the spell locate creature. All of your attacks that threaten critical hits against the target automatically confirm as critical hits. Finally, as a standard action you may prematurely end the effects of this spell at any time you have line of sight to the victim and he is within a range of 5 ft. per caster level. Doing so envelops the target in a blast of sacred (or profane, for evil casters) energy that deals 1d6 points of damage per caster level (maximum 10d6). A successful Will saving throw halves the damage done from this final act of revenge.

This spell is normally only granted by deities of war or vengeance.


Well, for a fairly high level spell the effects don't seem game breaking. Powerful, but not game breaking. I'd throw a ballpark range of about 7th-8th lvl Cleric spell, and 4th lvl Ranger spell.

It mostly reminds me of a variant Oath Bow. While the auto Crit is a nice initial ability, and the range of the arrow is increased it does not fly unerringly to the target or anything like that so if you're able to take cover/concealment the arrow might just miss you in the first place.

It also doesn't negate things like Deflect Arrows.

The Will save aspect of the spell's "Full Effect" makes it much more powerful for a Cleric as they're likely to have the higher save DC, but the Ranger would probably hit more often.

Mostly the spell combines a number of lower level spell abilities into one.

1. Instant Greater Magic Weapon on the initial attack, increase in range.
2. Somewhat buffed version of "Prayer" and similar spells if they fail the will save.
3. "Locate Creature" with a specific circumstance attached to it.
4. Confirm all crits automatically - similar to Bless Weapon from the Paladin list.
5. When within 5ft/caster level can do sacred/profane damage up to 10d6 so a moderately powerful damaging attack - the real power comes from it being sacred/profane.

Just a couple thoughts. =)

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