shock shield


Homebrew and House Rules


I think the first level arcane spell "shock shield" is underpowered. It lasts the same duration as its companion abjuration spell "shield", yet provides half the shield bonus (+2 instead of +4), just to inflict d6 damage once with a save for half. I would rather it last longer, 10 minutes/level or 1 hour/level. Since its descriptor includes electricity I would even add +2 to saves against electrical attacks for the duration.

Care to chime in? I want a second opinion.
SerpentViolet


Hmm. I would agree. This spell is not that great. It is a poor mix of Shield and Shocking Grasp. It isn't good tactically either. Since it does damage to you as well, you need to shock at least two enemies to even make a positive you-to-them damage ratio. The only good time to activate the shock is when your wizard is surrounded. Yeah... that's a great time to lower your defenses.

While I agree with your assessment, I would not bother to improve this spell. If you need defenses, Shield is fine. If you need offense, use Shocking Grasp. If you want both cast a higher level spell. A level one spell is only going to be so good.

If you absolutely need to house-rule this spell, I would recommend a lower, more-frequent damage. How about a d4 of damage done when an enemy attacks and misses thus impacting the shield? No burst damage at all. Even with this spell, a wizard can still be easy to hit, but the threat of electrocution may make enemies think twice. You could argue more damage to metal weapons or unarmed/natural attacks, but for simplicity on a house rule, I would just stick with a d4. Now that's just my two copper.


SerpentViolet wrote:

I think the first level arcane spell "shock shield" is underpowered. It lasts the same duration as its companion abjuration spell "shield", yet provides half the shield bonus (+2 instead of +4), just to inflict d6 damage once with a save for half. I would rather it last longer, 10 minutes/level or 1 hour/level. Since its descriptor includes electricity I would even add +2 to saves against electrical attacks for the duration.

Care to chime in? I want a second opinion.
SerpentViolet

Wopuld you perfer if it gave +2 Shield AC and dealt 1 shock damage (no save) everytime someone attacked you in melee (non-reach weapon)?


That's a good start but I still see a need to increase its duration. Mage Armor, for instance is first level but lasts an hour per CL. How do you feel about that preference?
SV


Heya/SerpentViolet, whichever


I think one thing, though, is that "Shock Shield" is available to a Summoner, while "Shield" isn't. (I think.)

Can't a summoner do the whole "cast a 'you' spell on their Eidolon' thing? Share spells, right, at level 1?

So, casting this spell on your Eidolon, who is much more likely to wade into a scrum, could result in some pretty solid damage from the burst. Between a solid save and being able to eat up the damage to your caster's hp, this could be a decent AoE that really doesn't hurt your Eidolon at all.


Lamontius wrote:
I think one thing, though, is that "Shock Shield" is available to a Summoner, while "Shield" isn't. (I think.)

Actually you have this backwards. Shock Shield is not on the summoners list, but Shield is.


Oh. Well then.

Yeah, this spell blows.


lol lamontius

Verdant Wheel

how about +2 shield bonus to AC and 'Damage Shield 1 Electricity' (which means it inflicts 1 electrical damage upon anyone who successfully attacks you - as Starbuck_II suggested) that has a 'charge' of up to 2 (damage) points per level up to 1 hour per level, whichever expires first.


@rainzax,
Not *too* complicated, and it has the possibility to last all day yet on the other hand often not, so yeah, pretty okay. What about adding a +2 effect on saves vs. electricity?
SV

Scarab Sages

Pathfinder Rulebook Subscriber

What about instead of 1d6 dismiss maybe a once per cast 5-foot burst that doesn't hurt the caster. The shield wouldn't be dismissed and have it do 1d6 for every 2 caster levels up to 5d6. Is scales shower than shocking grasp but could help when things get too crowded.


Shield gives a +4 shield bonus.

Shocking Grasp deals 1d6 electric damage per caster level, max of 5d6.

Combining and halving these effects seems a sound solution. So the +2 shield bonus and either:
1. 1d6 electric damage per 2 caster levels, max of 5d6
2. 1d6 electric damage per caster level, max of 5d6, reflex for half

Perhaps you can add a mechanism where each time the shock element goes off, the spell loses 1 minute of remaining duration (or whatever unit of duration you have it gain per caster level).

In either case, the self-damage can be removed.

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