| Arnwolf |
I want more spells that cause chaos and mischief. I created these spells for wizards and clerics with the trickery amd chaos domains. What level should they be? Are there any alterations I should add to the spell? Hope the spells don't suck, thanks in advance.
Fumble [Transmutation]
Level ??
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration instantaneous
Target: One Creature
Save: Will negates
Spell Resistance: yes
You alter probability fields randomly causing great chaos.
1 Fall prone
2 Drop your weapon
3 Off Balance -2AC until beginning of next turn
4 Off Balance -4AC until beginning of next turn
5 Off Balance -2 attack for rest of this turn and your next turn
6 Off Balance -4 attack for rest of this turn and your next turn
7 Lost time, initiative count decreases by 4
8 Lost time, initiative count decreases by 8
9 inactive as if dazed 1 round
10 in active as if 1 round
11 next hit on you is a critical hit that must be confirmed
12 Lose shield benefits for 1 round
13 flat footed for 1 round
14 you provoke an AOO against all opponents within reach
15 Lose 1 highest attack on your next turn
16 Disarmed, weapon is knocked 1d4x10 feet away
17 Lose your move action next round
18 Lose your standard action next round
19 Draw an AOO against 1 opponent adjacent to you
20 knocked back 10 feet provoking attacks of oppurtunity as usual
Lose movement counts as a move action next round.
Mass Fumble [Transmutation]
Level ??
Components V,S
Casting time: standard action
Range: 100 ft + 10 ft/level
duration instantaneous
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes
A higher level version of Fumble.
| FuelDrop |
sounds like an interesting concept, but i'd drop the list to d6 or d8 options for simplicity's sake. also, both 'fumble' and 'fumble, mass' are already taken as spell names. they're on one of the cards for the pathfinder gamemastery critical fumble deck.
if you want to take the 'chaos' spell concept to an extreme then maybe have some form of random targeting mechanism, and a chance to buff or debuff depending on the roll. would make it unusable for a sane caster, but for trickery/chaos domain it'd fit right in. if you rolled with this then killing the v/s components is a good move, as it'll make the character less of a target if one of his friends accidently gets debuffed.
other than those minor niggles, great spell. should probably be pitched a level below its equivelent confusion spell. and be available to bards.
| Arnwolf |
sounds like an interesting concept, but i'd drop the list to d6 or d8 options for simplicity's sake. also, both 'fumble' and 'fumble, mass' are already taken as spell names. they're on one of the cards for the pathfinder gamemastery critical fumble deck.
if you want to take the 'chaos' spell concept to an extreme then maybe have some form of random targeting mechanism, and a chance to buff or debuff depending on the roll. would make it unusable for a sane caster, but for trickery/chaos domain it'd fit right in. if you rolled with this then killing the v/s components is a good move, as it'll make the character less of a target if one of his friends accidently gets debuffed.
other than those minor niggles, great spell. should probably be pitched a level below its equivelent confusion spell. and be available to bards.
I like you advice Fueldrop. I definitely want 20 things on the list. Any substitutions would be appreciated if something doesn't seem enough. But I will rename it Chaos and mass Chaos since Fumble is taken. And thanks for letting me know a fumble spell already exists, I will have to get that book and read the spell. Love spells that generated unpredictability.
| Breakfast |
given the 1 round duration most of your effects seem tame enough to make it a level 1 spell. That would make mass something like 5th based on core examples.
I assume when you say "you" and "your" you mean the target of the spell? Might save some confusion later to be more specific with your wording. Speaking of confusion that is a pretty standard tool in the chaos toolbox.
One option you don't have on your list is direct damage. Given the other options for this particular spell it couldn't be very much. However for a higher level spell might I suggest reversing the standard of many small dice and use 1 huge dice to increase randomness. For example a 15d6 damage spell would have an average of 52.5 and a 1d100 would have an average of 50.5 but the d100 would have 24 more possible values than the d6s.
| Arnwolf |
given the 1 round duration most of your effects seem tame enough to make it a level 1 spell. That would make mass something like 5th based on core examples.
I assume when you say "you" and "your" you mean the target of the spell? Might save some confusion later to be more specific with your wording. Speaking of confusion that is a pretty standard tool in the chaos toolbox.
One option you don't have on your list is direct damage. Given the other options for this particular spell it couldn't be very much. However for a higher level spell might I suggest reversing the standard of many small dice and use 1 huge dice to increase randomness. For example a 15d6 damage spell would have an average of 52.5 and a 1d100 would have an average of 50.5 but the d100 would have 24 more possible values than the d6s.
Domain Spells: 1st—protection from law, 2nd—align weapon (chaos only), 3rd—magic circle against law, 4th—chaos hammer, 5th—dispel law, 6th—animate objects, 7th—word of chaos, 8th—cloak of chaos, 9th—summon monster IX (chaos spell only).
One of the things that bothered me about the chaos domain was that the spells did not generate chaos. They were boring blah spells. Protection from law... boring; dispel law... yech; really none of the spells are really generate chaos, randomness, or the unexpected. I really think that whole domain needs to be redone.
| Arnwolf |
Fumble [Transmutation]
Level 1
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration instantaneous
Target: One Creature
Save: Will negates
Spell Resistance: yes
You alter probability fields randomly causing great chaos.
1 Target falls prone
2 Target drops weapon
3 Target off Balance; -2AC for 1 round
4 Target off Balance -4AC for 1 round
5 Target off Balance -2 attack for 1 round
6 Target off Balance -4 attack for 1 round
7 Lost time, initiative count decreases by 4 for target
8 Lost time, initiative count decreases by 8 for target
9 Target is inactive as if dazed 1 round
10 Target is inactive for 1 round
11 next hit on the target is critical hit that must be confirmed
12 Target loses shield benefits for 1 round
13 Target flat footed for 1 round
14 Target provokes an AOO against all opponents within reach
15 Target Loses highest attack on his turn
16 Target is disarmed, weapon is knocked 1d6x5 feet away
17 Target loses move action on his turn
18 Target loses standard action on his turn
19 Draw an AOO against 1 opponent adjacent to you
20 knocked back 10 feet provoking attacks of oppurtunity as usual
Lose movement counts as a move action next round.
Mass Fumble [Transmutation]
Level 2
Components V,S
Casting time: standard action
Range: 100 ft + 10 ft/level
duration instantaneous
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes
A higher level version of Fumble.
I am going with the Fumble name in my home campaign because we do not use or like the Critical Hit Deck.
BTW Breakfast, thanks for the pointers on correcting my grammar and making the spell less ambiguous. You give me food for thought for higher level spells.
| Arnwolf |
If you're placing these spells at level 1 or 2 then you really really need to read the chapter on spell design in Ultimate Magic.
As they are, I'd place these at 7-8th level MINIMUM.
That's insane. Nothing in it last more than 1 round. Generally the spell doesn't do more that possible draw an attack of oppurtunity or cause you to lose an action. There is a 1 in 20 chance of drawing a critical hit and a small chance of being disarmed. This spell is on par or less than the 1st level grease spell or lesser confusion spell. Those spells have a duration longer than 1 round.
| Breakfast |
just an idea.
shuffle [conjuration (teleportation)]
level: ?
range: 25-5/2 lvl
target: up to 1 creature per 2 levels
duration: instant
save: will negates
sr: yes
You swap positions with any 1 of the targets. You instantly swap from the new position with another target. You must continue to swap until all targets have been moved. No target may be moved more than 1 time. If valid targets exist within range you cannot choose less than the maximum possible targets. This movement does not provoke. If a creature succeeds on its save it is excluded from the spell but the spell continues as long as other valid targets exist.
ps: I wanted to include some element of random rolling to choose the order of swapping but couldn't think of a good way to write the rule for a first draft.
| Umbral Reaver |
just an idea.
shuffle [conjuration (teleportation)]
level: ?
range: 25-5/2 lvl
target: up to 1 creature per 2 levels
duration: instant
save: will negates
sr: yesYou swap positions with any 1 of the targets. You instantly swap from the new position with another target. You must continue to swap until all targets have been moved. No target may be moved more than 1 time. If valid targets exist within range you cannot choose less than the maximum possible targets. This movement does not provoke. If a creature succeeds on its save it is excluded from the spell but the spell continues as long as other valid targets exist.
ps: I wanted to include some element of random rolling to choose the order of swapping but couldn't think of a good way to write the rule for a first draft.
Have a look at hostile juxtaposition.
| Arnwolf |
Breakfast wrote:Have a look at hostile juxtaposition.just an idea.
shuffle [conjuration (teleportation)]
level: ?
range: 25-5/2 lvl
target: up to 1 creature per 2 levels
duration: instant
save: will negates
sr: yesYou swap positions with any 1 of the targets. You instantly swap from the new position with another target. You must continue to swap until all targets have been moved. No target may be moved more than 1 time. If valid targets exist within range you cannot choose less than the maximum possible targets. This movement does not provoke. If a creature succeeds on its save it is excluded from the spell but the spell continues as long as other valid targets exist.
ps: I wanted to include some element of random rolling to choose the order of swapping but couldn't think of a good way to write the rule for a first draft.
I just do not see the connection between my spell and hostile juxtaposition. I do see a similarity between it and grease or confusion. Mine has a shorter duration. The chances of drawing an AOO are small and avoidable in some instances. Grease is far more deadly in my opinion because of it's longer duration.
| joeyfixit |
I think at most your variables should be determined by a d12. d20 is way too much for what you're pitching as a low level spell. People should be able to remember the variables off the top of their head; don't see that with 20 distinct options.
What might help it keep low level and fit the chaos theme is if some of th variables (not most, less than half) actually helped he target. Or hurt the caster. Much more of a gamble that way. Uber chaos.
| Arnwolf |
I think at most your variables should be determined by a d12. d20 is way too much for what you're pitching as a low level spell. People should be able to remember the variables off the top of their head; don't see that with 20 distinct options.
What might help it keep low level and fit the chaos theme is if some of th variables (not most, less than half) actually helped he target. Or hurt the caster. Much more of a gamble that way. Uber chaos.
No spellcaster would want to use the spell then. Why cast this spell when they can cast grease or lesser confusion and not worry about hurting themselves. I really want the spell to be a good choice. As for the d12, I definitely want d20. I don't think that is a balance issue, but yeah you would need the chart in front of you.
| Arnwolf |
I'm thinking Joeyfixit, I'm thinking. And the strain is tough! I am considering to make one of the numbers be that the target stumbles and accidentally by sheer luck makes an attack against a random adajacent opponent. Chaos benefitted the target. I am only toying with and kinda intrigued by it. I don't want too many numbers being like that, but just one does give some flavor.
| Umbral Reaver |
Umbral Reaver wrote:My spell does not teleport anyone.You posted a spell that forcibly teleports enemies around, swapping your position with them.
I posted a link to an existing spell that forcibly teleports enemies around, swapping your position with them (under limited conditions).
I'm talking about the one Breakfast posted. Read what I replied to.
| Arnwolf |
Arnwolf wrote:I'm talking about the one Breakfast posted. Read what I replied to.Umbral Reaver wrote:My spell does not teleport anyone.You posted a spell that forcibly teleports enemies around, swapping your position with them.
I posted a link to an existing spell that forcibly teleports enemies around, swapping your position with them (under limited conditions).
I see what you are talking about now Umbral Weaver.
My only current debat with what to do with the spell is what level the mass fumble should be. I am thinking 2nd or 3rd. Because of the short duration I definitely would not make it fourth like many mass spells. And based on the effects 3rd does seem high, but I am not sure about that. 3rd may very well be appropriate, just not sure at the moment. I am currently reading 2nd and 3rd level spells to get a feel for what the appropriate level of mass Fumble should be.
| Arnwolf |
I think mass fumble is on par with Screech from Advanced Players Guide. I did change the range on mass Fumble. So my new write up for the spells are as follows:
Fumble [Transmutation, Chaos]
Level Wizard/Sorcerer 1, Bard 1, Chaos 1
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: One Creature
Save: Will negates
Spell Resistance: yes
You alter probability fields randomly causing great chaos.
1 Target falls prone
2 Target drops weapon
3 Target off Balance; -2AC for 1 round
4 Target off Balance -4AC for 1 round
5 Target off Balance -2 attack for 1 round
6 Target off Balance -4 attack for 1 round
7 Lost time, initiative count decreases by 4 for target
8 Lost time, initiative count decreases by 8 for target
9 Target is inactive as if dazed 1 round
10 Target is inactive for 1 round
11 next hit on the target is critical hit that must be confirmed
12 Target loses shield benefits for 1 round
13 Target flat footed for 1 round
14 Target provokes an AOO against all opponents within reach
15 Target Loses highest attack on his turn
16 Target is disarmed, weapon is knocked 1d6x5 feet away
17 Target loses move action on his turn
18 Target loses standard action on his turn
19 Draw an AOO against 1 opponent adjacent to you
20 knocked back 10 feet provoking attacks of oppurtunity as usual, lost movement counts toward your move action next round.
Mass Fumble [Transmutation, Chaos]
Level Wizard/Sorcerer 3, Bard 3, Chaos 3
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes
A higher level version of Fumble.
Is it ambiguous? Is there any grammar I should change to make something more clear?
| Arnwolf |
This is my revised version of the spell so far.
Fumble
Transmutation [Chaos]
Level Wizard/Sorcerer 1, Bard 1, Chaos 1
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: One Creature
Save: Will negates
Spell Resistance: yes
You alter probability fields randomly causing great chaos.
1 Target falls prone
2 Target drops weapon
3 Target off Balance -4AC for 1 round
4 Target off Balance -4 attack for 1 round
5 Lost time, initiative count decreases by 8 for target
9 Target is dazed 1 round
6 next hit on the target is critical hit that must be confirmed
7 Target loses shield benefits for 1 round
8 Target flat footed for 1 round
9 Target provokes an AOO against all opponents within reach
10 Target is disarmed, weapon is knocked 1d6x5 feet away
11 Target loses standard action on his turn
12 knocked back 10 feet provoking attacks of oppurtunity as usual
Mass Fumble
Transmutation [Chaos]
Level Wizard/Sorcerer 3, Bard 3, Chaos 3
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes
A higher level version of Fumble.
| joeyfixit |
My point is that there are more than just balance issues. Twenty lines on what the spell's effect might be just seems like a mouthful for a first level spell.
There's already Command and Forbid Action as first level Inquisitor spells (I'm too lazy to look up what they are for other classes), they also work for one round, and they're simple and to the point.
| Arnwolf |
I think mass fumble is on par with Screech from Advanced Players Guide. I did change the range on mass Fumble. So my new write up for the spells are as follows:
Fumble [Transmutation, Chaos]
Level Wizard/Sorcerer 1, Bard 1, Chaos 1
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: One Creature
Save: Will negates
Spell Resistance: yes
You alter probability fields randomly causing great chaos. Roll 1d12 to determing the effect on the target.
1 Target falls prone
2 Target drops weapon
3 Target off Balance; -2AC for 1 round
4 Target off Balance -4AC for 1 round
5 Target off Balance -2 attack for 1 round
6 Target off Balance -4 attack for 1 round
7 Lost time, initiative count decreases by 4 for target
8 Lost time, initiative count decreases by 8 for target
9 Target is inactive as if dazed 1 round
10 Target is inactive for 1 round
11 next hit on the target is critical hit that must be confirmed
12 Target loses shield benefits for 1 round
13 Target flat footed for 1 round
14 Target provokes an AOO against all opponents within reach
15 Target Loses highest attack on his turn
16 Target is disarmed, weapon is knocked 1d6x5 feet away
17 Target loses move action on his turn
18 Target loses standard action on his turn
19 Draw an AOO against 1 opponent adjacent to you
20 knocked back 10 feet provoking attacks of oppurtunity as usual, lost movement counts toward your move action next round.
Mass Fumble [Transmutation, Chaos]
Level Wizard/Sorcerer 3, Bard 3, Chaos 3
Components V,S
Casting time: standard action
Range: 25 ft + 5 ft/level
duration 1 round
Target: All Creatures in a 15 ft radius
Save: Will negates
Spell Resistance: yes
A higher level version of Fumble.
Boy was I not clear on that spell write up.