| C4M3R0N |
So I'm thinking that I like the spectral hand spell, aside from all the debate over if it prompts AoO's and all that. So all that aside, or assuming the GM rules that it doesn't (I'd even be fine with using it requiring a move action to "redirect it" and then it not prompting AoO's from moving. Therefore you've added something and balanced it in my eyes)
A ghostly hand shaped from your life force materializes and moves as you desire, allowing you to deliver low-level, touch range spells at a distance. On casting the spell, you lose 1d4 hit points that return when the spell ends (even if it is dispelled), but not if the hand is destroyed. (The hit points can be healed as normal.) For as long as the spell lasts, any touch range spell of 4th level or lower that you cast can be delivered by the spectral hand. The spell gives you a +2 bonus on your melee touch attack roll, and attacking with the hand counts normally as an attack. The hand always strikes from your direction. The hand cannot flank targets like a creature can. After it delivers a spell, or if it goes beyond the spell range or goes out of your sight, the hand returns to you and hovers.
The hand is incorporeal and thus cannot be harmed by normal weapons. It has improved evasion (half damage on a failed Reflex save and no damage on a successful save), your save bonuses, and an AC of 22 (+8 size, +4 natural armor). Your Intelligence modifier applies to the hand's AC as if it were the hand's Dexterity modifier. The hand has 1 to 4 hit points, the same number that you lost in creating it.
So my real question is what would everyone else recommend doing to make the spell work for higher level touch Spells?
As is it is a lvl 2 spell that works for up to level 4 spells. Would it be balanced to simply "Heighten" the spell? And for every level increase to the spell it works for a higher level of touch spells? For example a level 4 spectral hand would work on up to level 6 spells?
Any other ideas are welcome here also.
Would it be overpowered or useless to add that it does not provoke AoO's for movement if you use a move action to redirect the spell? Which would add the ability to ignore AoO and use your move, or take the AoO but still have your move action. Should it be specifically one or the other, or is having both options fine?
Cameron
| Joe Kondrak |
Your idea to heighten the spell works as a basic concept. I might make it more costly, requiring 2 levels (or more) for each increase in the max level it can deliver. As an example: 4th to deliver 5th level spells, 6th to deliver 6th level spells, 8th to deliver 7th level spells, and that's it - no way to deliver 8th & 9th level spells. Maybe 3 for each increase instead of 2?
Really I'm just winging it, with no particular basis other than limiting it compared to what you suggested.
Maybe an extra 1d4 hp "cost" and hand's hit points for each of those steps?
Changing or addressing AoOs just adds complexity... I would do nothing on that count, leaving the spell text as is other than level and hp adjustments.
| C4M3R0N |
Your idea to heighten the spell works as a basic concept. I might make it more costly, requiring 2 levels (or more) for each increase in the max level it can deliver. As an example: 4th to deliver 5th level spells, 6th to deliver 6th level spells, 8th to deliver 7th level spells, and that's it - no way to deliver 8th & 9th level spells. Maybe 3 for each increase instead of 2?
Really I'm just winging it, with no particular basis other than limiting it compared to what you suggested.
Maybe an extra 1d4 hp "cost" and hand's hit points for each of those steps?
Changing or addressing AoOs just adds complexity... I would do nothing on that count, leaving the spell text as is other than level and hp adjustments.
I greatly appreciate the suggestion. The extra d4 is a good idea as well. I didn't think about that.
I'm assuming since you're winging it then you don't know which version would be the most balanced (+3 spell levels, +2 or +1 to use a level higher for the touch).I will definitely use the extra d4 though. I'm thinking at least 1d4 for every +2 spell levels. If not more.
| Joe Kondrak |
... which version would be the most balanced (+3 spell levels, +2 or +1 to use a level higher for the touch)...
Balance-wise, in my opinion your initial idea of a 1-to-1 ratio is too good (favorably unbalanced). Between +2 or +3 spell levels for each 1-level increase, though, I don't feel strongly either way.