Mage's Amplifying Gestures ..... I need some critique on this CMB / CMD booster spell.


Homebrew and House Rules


Hey Folks, please feel free to tell me if I need to adjust this spell's spell level, Enhancement Bonus to CL ratio, grammar/syntax or anything else that looks imbalanced.

This custom spell is intended to act as a sort of Heighten Spell metamagic feat proxy for a certain subset of spells that we all love. And the specific subset of spells that we all love are the Combat Maneuver-based (CMB & CMD) spells that populate the lower and middle levels of Pathfinder. Examples: Hydraulic Torrent, Mad Monkeys, Strangling Hair, Black Tentacles, Telekinesis, etc. Unfortunately, these spell types become significantly reduced in efficacy as you move on in levels past the time you first receive them. Mage's Amplifying Gestures is intended to help boost those CMB/CMD-based spells and let them scale more effectively throughout the entirety of your 20 level spellcasting career.

In essence, Mage's Amplifying Gestures is a *preparatory* swift-action spell cast right before you cast, say, Black Tentacles or Telekinesis.

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Mage's Amplifying Gestures

School: Universal
Level: Sorcerer/Wizard 2

CASTING

Casting Time: 1 swift action
Components: V, S

EFFECT

Range: Personal
Personal: You
Duration: 1 Round

DESCRIPTION

With a strained grunt and a tense, precise shaping of the fingers, you channel amplified maneuvering focus into an upcoming linked spell meant to tear your foes' limbs asunder ...

When you next cast a spell that has an embedded Combat Maneuvered Bonus (CMB) and/or a Combat Maneuver Defense (CMD) component before the end of the next round, you may add a +1 Enhancement Bonus to the CMB and/or CMD component for every 2 Caster Levels used to cast said follow-up spell.

This additional Enhancement Bonus may only be applied to the CMB and/or CMD component of the follow-up spell and does not increase any other effects of the follow-up spell.

Mage's Amplifying Gestures only affects the first follow-up spell that is fully cast within the duration.

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Can't true strike let you get a +20 on your next combat maneuver?


Cyrad wrote:
Can't true strike let you get a +20 on your next combat maneuver?

This spell is intended to give you a bonus on both your CMB and CMD (some spells only have a CMB) ... for each and every instance they are used within the follow-up spells' duration.


Two other spells that would get additional life in the later levels (besides the ones I listed above in the original post) via this booster spell would be Pilfering Hand [2nd level] and Chain of Perdition [3rd level].

All of these spells are immensely popular spells. Probably due to their hilarious eye-candy visuals and for the opportunity to have your rather frail wizard simulate the capabilities of his partymates.

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