Three spell for your input


Homebrew and House Rules


Unsteady Combatant (based off Unprepared Combatant)

School enchantment (compulsion) [emotion, mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes

The target takes a –4 penalty on skill checks and Fort saves.

Stammering Combatant (based off Unprepared Combatant)

School enchantment (compulsion) [emotion, mind-affecting]; Level bard 1, sorcerer/wizard 1, witch 1
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Target one creature
Duration 1 minute/level
Saving Throw Will negates; Spell Resistance yes

The target takes a –4 penalty on spellcraft checks and Will saves.

Beckoning Portal

School conjuration (creation or calling); Level cleric/oracle 6, sorcerer/wizard 6
CASTING

Casting Time 1 standard action
Components V, S, M (see text)
EFFECT

Range medium (100 ft. + 10 ft./level)
Effect see text
Duration instantaneous, 1 round/level; see text
Saving Throw none; Spell Resistance no

A lesser form of Gate this spell opens a portal that invites an outsider to enter. You have no control over the outsider, nor can any named being be summoned through it. The outsider will be randomly selected. It simply opens a portal in a random plane, near an outsider of random choosing without HD limitations. Anything from a sub HD creature to Pit Fiends may pass through but only one outsider by pass. The outsider passes through the portal and will behave as a standard outsider of that type in a way normal of its choosing (including attacking any present, even the caster). Outsider stays for 1 round per level before the portal collapses, sucking the outsider back through (regardless of how far it may have traveled in that time). Anyone else trying to pass into the portal will find that they pass through as if it was non-existent. Any attempt to trap, encircle, or otherwise keep or deal with the outsider will find it fails as it behaves very much like a summon monster spell.


Your beckoning portal is 6th level, and very random, so i would say 1D4 rounds per level. You'll need a random plane table. There may be random encounters for each plane already.


Unsteady and Stammering Combatant: Don't like these. Many fort/will effects are save or die/suck, and having a high Fort/Will is generally seen as more important than a high Reflex save. And anything that lowers save is powerful, even more so when it targets another save first.

Stammering might be okay since it requires a will save to lower the will save, but targeting will for drastically lowered fort is a no-no in my games.

Reflex saves are okay to do that with since the difference between saving and not is usually not that great (do I take 10 damage or 5 damage?), that can't be said for fort/will (am I completely fine or dominated and forced to kill my friends in horrible ways?).


GothGuru: I think 1d4 is too powerful and outlasts Monster Summoning per level. As far as the list heres what I got so far:
Aeons
Agathions
Angels
Archons
Axiomites
Azatas
Daemons
Demons
Devils
Elementals
Inevitables
Non-humoniod Outsiders
Proteans
Qlippoth

Ijia: I don't see this as any more powerful that doom or ray of sickening which lower all saves by 2 as well as other stats. I could argue most will saves are save or dies as well (hold person, dominate monster, feeblemind, etc). Point is to have a debuff for all stats, particularly the two highest. If you want to make the save for these for there respective saves (Fort save for debuff to fort for example) thats possible.


Doom inflicts a common condition that won't stack with a lot of other effects (like intimidate) and only give half the penalty of your spell. Giving an aimed penalty is better than a general - you don't cast Unstead Combatant and follow it up with a ref-save spell, you follow it up with a fort-save spell.
Also, doom is available to classes that aren't really famous for their awesome debuffings (they have a few but not close to sor/wiz or witch).

Ray of sickening also apply a lesser save penalty, and on top of that requires both a touch attack and the opponent failing a save, making a fairly hard to hit with spell.

Witches are already great debuffers, and giving them this too will make enemy saves more or less irrelevant (especially with the great duration).


Ilja wrote:

Doom inflicts a common condition that won't stack with a lot of other effects (like intimidate) and only give half the penalty of your spell. Giving an aimed penalty is better than a general - you don't cast Unstead Combatant and follow it up with a ref-save spell, you follow it up with a fort-save spell.

Also, doom is available to classes that aren't really famous for their awesome debuffings (they have a few but not close to sor/wiz or witch).

Ray of sickening also apply a lesser save penalty, and on top of that requires both a touch attack and the opponent failing a save, making a fairly hard to hit with spell.

Witches are already great debuffers, and giving them this too will make enemy saves more or less irrelevant (especially with the great duration).

The aimed penalty has precedence with Unprepared Combatant so I dont think thats out of line. Its also available to witchs already. However i agree maybe this should be maybe a cleric/oracle only line.


Unprepared combatant targets the weakest save, which is why it's okay. And it's not available to witches already - this _stacks_ with the witches' abilities. If you specified it doesn't stack with any other penalties and made it a -3 penalty it might be okay, at least the will-targeting one.

It's like, if there was a feat that gave +10 to craft (baskets) and profession (bookbinding), that doesn't mean a feat that gives +10 to Perception and Acrobatics is balanced.

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