| Third Mind |
Ok. So. Here's the thing. I'm playing a wizard in a kingmaker campaign. My DM is a cool guy and will usually work with me on something I'd like to do (or just tell me no and give his reasoning, to which I shrug and go about my way). Anyways, I wanted to make a spell. One that would basically give me control of a shadow, the incorporeal undead kind for whatever amount of time.
He was cool with that and with some input from what I was thinking, he made the following spell (note that it was sort of thrown together and the wording isn't normal spell wording for the most part.)
Shadows of the Watcher – Summons a shadow (the creature) that understands and obeys you. http://www.d20pfsrd.com/bestiary/monster-listings/undead/shadow
Your shadow animates, acting as a Shadow (the incorporeal undead), while it is gone, you are strange and off-putting to look upon. Causing a -5 circumstance penalty to all charisma based skill checks except for Intimidate and Use Magic Device. (And perhaps certain kinds of perform, such as the macabre). Your shadow can remain out and active for as long as you want, but if it dies while out and about, you suffer 1 temporary negative level. Your shadow remains missing, (and thus your penalties remain active) until this negative level is restored.
At Caster Level 10, you can either split your shadow into two separate Shadows, or use it to summon one Greater Shadow. In either case, the total value of possible negative levels is 2. Therefore, if one Shadow dies, but the other returns, you only lose 1 negative level, and if the Greater Shadow dies, you lose two negative levels. However, the penalty to your Charisma based Skill Checks drops to -3 if only 1 negative level is gained this way. (this also applies if you return one of the regular Shadows to your body.)
At level 15, you can also summon 2 Greater Shadows, or 3 regular Shadows, but the negative level penalties no longer increase (you cap out at 2 possible negative levels)
If you cast this spell within the area of a Desecrate spell, your shadow(s) also gain the unhallowed template.
Spell = Lv 3, Necromancy. Verbal, and Somatic spell components. Cannot be cast in areas without some form of illumination to provide the caster with a shadow. However, once the spell is active, the caster can then travel into such places with no further penalty.
Range: Long. The Shadow must originate near the caster, but from that point onwards, can travel anywhere within the spells range.
It is your shadow, you have a telepathic bond with it, and can even see through its eyes and other senses, (and then pass on orders) as a full round action. This does not need line of sight nor line of effect, as long as the shadow is active you can control it this way. Add this to the shadow one: When you spend a round controlling the shadow in this way, you are considered helpless against enemy attacks against your own body. Until the beginning of your next turn
casting time: 1 full round
PS the shadow cannot make any spawns
Saving Throw: None
Spell Resistance: Yes, Any creature that succeeds at resisting the spell this way, cannot be affected by the shadow, however the shadow still persists and can affect other creatures normally. (works just like a Summon Monster or Summon Nature's Ally spell in this regard).
If the shadow is still out when next the caster prepares spells, he does not get that spell slot back for that day.
Now. Being mostly, solely a player, I was ecstatic. This was awesome to me. Flavorful, effective with a drawback... However, looking over it, I almost feel like it may be too powerful. Especially for a 3rd level spell.
So here's where the moral quandary comes in. Should I tell the DM I feel like it could be overpowered (we're at lv. 6) and probably get it either destroyed altogether or nerfed with a giant bat? Or do I just go with it and see what he feels when he sees the spell in action after I've killed something with the shadow?
Note: I haven't created the spell yet, but was intending to once funds became available.
| Prince of Knives |
The right thing to do is to communicate with your DM. The goal of any RPG is for everyone involved to have fun, and that includes the DM. Part of the DMs fun is creating and providing interesting and dynamic challenges! If you have concerns that a tool he's handing to you will make that harder for him, let him know. Work with him, or with the forums, to create something that can still be cool, but on par with other options of its type. Best case scenario, he decides to let you field test it. Worst case scenario, you've been a solid gaming bro and he'll probably want to work with you on fixing it or making something else equally cool and thematic.
| Forrestfire |
| 1 person marked this as a favorite. |
I'm with Prince of Knives there. If you think it's too strong, then ask your DM to nerf it a bit.
However, I personally don't think it's overly strong. It's good, yes, but not ridiculously powerful. If you're worried about it being too powerful, it's probably on par with a 4th-level spell or a good 3rd-level spell. The risk of negative levels will probably keep it from being too amazing in combat, and the -5 to social skills could get painful depending on the campaign.
In any case, talk to your DM, that's what (s)he's there for, after all. I wish you the best of luck.
(PS: You should totally make the shadow follow you around and be your Friends on the Other Side)
| Third Mind |
It's good to see that it might not be OP. The main reason I thought it could be is that really, we haven't faced anything yet that has used a damaging (evocation style) magical attack against us, and thus haven't found anything that can actually damage the shadow. That being said, I'm sure we will face such things soon enough, so that might be smoothed over.
I will definitely tell them that I think there's potential for OP in it either way, since it could potentially make any non-magical attack melee based opponent battles (like trolls) easy mode and I feel he'll most likely say that we'll test it and see, alter it if it needs it.
Thanks for the suggestions everyone.
(I have that song on my mp3 player haha. I may end up making shameless references to it if and when I do make the spell.)
Deadmanwalking
|
Eh...you can summon a shadow with Sumon Monster IV as a devotee of Zon Kuthon, and this has more disadvantages than that (though it also lasts longer).
Greater Shadows are quite a bit more hardcore, though...personally, I'd say one Greater Shadow is worth three normal ones, and thus only available at 15th level, not 10th, but that's the only change I'd make.
Ascalaphus
|
I think you should be honest to the GM. You have his trust now; it's worth so much more to keep it.
It's worth noting that the Shadow Projection spell already exists, and seems to do a lot of what you want.
Note that the Shadow Projection spell is already quite powerful; it can be used to quietly scout ahead incorporeally and take out any guards that don't have magical weaponry, as well as many many monsters. Consider that a T-Rex is both defenceless (touch AC) and unable to counterattack a wizard's shadow. (It'll take a while to get through its high Strength, but all the dino can do is run away.)
Sick, sick bonus: you can cast Shadow Projection on your familiar through the Share Spells feature. If it croaks, just feed it a healing potion.
| Voadam |
Summoning shadows is very strong.
For comparison, Create Greater Undead is an 8th level spell that allows a 15th level caster to create one and even then it is not under their control absent other magic.
Shadows are CR 3, Summon Monster IV allows you to summon a single CR 3 medium elemental for a limited time. All the third Summon Monster III monsters are CR 2. And I think shadows are more powerful than most CR 3 monsters.
Incorporeal is a strong defense for your minions, immune to nonmagical attacks will mean invulnerable to a lot for levels to come.
Touch attack for d6 ability damage that kills is strong.
Duration is as long as you want for a third level summons instead of 1 round/level. This means you don't even lose the normal summons full round casting time in combat.
It gets not just longer rounds per level duration like a summon monster but you get more monsters or more powerful ones as your caster level goes up.
It has a swingy balance factor of the negative levels for it dying. Either this does not come up or it is significant.
You will want to clarify some vagueness on commanding it, do you need to be helpless and spend a full round to give it commands to have it do anything (like attack in a combat round) or can you give it a pre-combat command like "attack who I command you to." and only require a free action to direct it.
| Voadam |
@Voadam remember that the shadows created by this spell alck their most powerfull ability, Create Spawn. Also, an uncorporeal minion means he can't do what you really want from summons in combat: occupy space, draw fire and give cover.
I'm aware.
The lack of spawning is good, it means it won't spawn a horde of shadows under its control after fighting six goblins. Its not enough to make it a balanced 3rd level spell IMO though.
As for not taking space and providing cover as a corporeal minion, that is more than made up for tactically by it being able to fly and go through walls and floors, IMO.
The spell at lower levels roughly duplicates the 3rd level prestige class summon shadow ability of a shadow dancer which is attainable at level 8 at the earliest.