Augmented Mythic Feather Fall as a regular spell


Advice


I like the augmented benefit of mythic Feather Fall but since we're not playing mythic I was considering making a suggestion to my GM about having it as a regular spell. Minus the increase to the number of targets, what would be a suitable level for it?

Based on the PRD info it would look something like this:

Spell wrote:


Casting Time 1 immediate action

Components V

Range close (25 ft. + 5 ft./2 levels)

Targets one Medium or smaller freefalling object or creature/level, no two of which may be more than 20 ft. apart

Duration until landing or 1 round/level

Saving Throw Reflex partial, Will negates (harmless) or Will negates (object); Spell Resistance yes (object)

The spell absorbs the targets' velocity and transforms it into a concussive blast. Targets fall at the normal rate (not slowed) but land safely. When a target lands, it creates a 10-foot-radius burst of force that deals 1d6 points of damage per caster level (maximum 5d6, Reflex half). The targets of this spell are unaffected by these concussive blasts.

It's my thought that overlapping blasts should not deal additional damage; otherwise the potential damage outset could vary in the extreme which would make it difficult to ascribe a level. If it was a single target spell I'd probably put it at 2nd level but given the number of targets, the spell could potentially damage very large area depending on caster level so I'm thinking either 3rd or 4th? Also to GMs: If a player suggested creating this spell is it something you would allow?


Yeah, so long as the blasts don't stack it should be fine. Force damage is quite nice, but the setup of requiring falling objects and the 5d6 limit will keep it under control. I'd be fine with allowing this as a 3rd level spell.


Yeah I think the numbers are good. While the original Feather Fall spell is transmutation I'm wondering if this spell would be better suited as evocation [force] spell? The most important question now is what should it be called? I'm thinking simple with Force Fall though it does sound like forceful.


Anchor Fall


Mythic spells require mythic power and mythic abilities. If you want to play Mythic, you should press your GM to include it rather than try to break the rules to include parts of it.


Brother Fen wrote:
Mythic spells require mythic power and mythic abilities. If you want to play Mythic, you should press your GM to include it rather than try to break the rules to include parts of it.

Or maybe they don't want to add a whole extra system of rules to their game just to be able to use the mythic augment of a single spell.

As an actual answer to the original question, I think as Dasrak said, pitching this as a 3rd level spell seems reasonable.

Random musing: Spell Perfection [This Spell] with Intensify, Persistent, Dazing in a 4th level slot (with ML and WYSH)? Definitely better things to use Spell Perfection on, but 4 dudes man dropping into battle with an AoE damage/cc effect is pretty cool thematically.


Cuup wrote:
Anchor Fall

This name is giving me an idea for a spell that conjures an anchor and chain that attaches itself to the target flying creature/object and forcefully pulls it towards the ground.

Brother Fen wrote:
Mythic spells require mythic power and mythic abilities. If you want to play Mythic, you should press your GM to include it rather than try to break the rules to include parts of it.

Thank you for your concern but my witch already has a number of rather nice outside-the-rules class feature tweaks/fixes, homebrew hexes and a familiar replacement so the official rules are more like guidelines at this point. While I would be willing to give the mythic system a go no one else in my group would.

Genoin wrote:
Random musing: Spell Perfection [This Spell] with Intensify, Persistent, Dazing in a 4th level slot (with ML and WYSH)? Definitely better things to use Spell Perfection on, but 4 dudes man dropping into battle with an AoE damage/cc effect is pretty cool thematically.

It would definitely make for a cinematic entrance. Also it makes sense for this spell to have the force descriptor and as such it could be used with the Toppling metamagic.

I wonder if there's any preexisting boots that have an effect similar to this spell; negates fall damage and unleashes a a blast that damages and/or knocks down foes? If not, I might suggest such an item.


Decimus Drake wrote:
I wonder if there's any preexisting boots that have an effect similar to this spell; negates fall damage and unleashes a a blast that damages and/or knocks down foes? If not, I might suggest such an item.

Boots of the cat and of the mastodon are the closest I can think of, respectively. In theory you could combine them into one item.


Genoin wrote:
Brother Fen wrote:
Mythic spells require mythic power and mythic abilities. If you want to play Mythic, you should press your GM to include it rather than try to break the rules to include parts of it.

Or maybe they don't want to add a whole extra system of rules to their game just to be able to use the mythic augment of a single spell.

As an actual answer to the original question, I think as Dasrak said, pitching this as a 3rd level spell seems reasonable.

Random musing: Spell Perfection [This Spell] with Intensify, Persistent, Dazing in a 4th level slot (with ML and WYSH)? Definitely better things to use Spell Perfection on, but 4 dudes man dropping into battle with an AoE damage/cc effect is pretty cool thematically.

Or maybe they could not cheat.


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Brother Fen wrote:
Or maybe they could not cheat.

Designing a new spell is not cheating, assuming you keep an eye on game balance. It's pretty weird that you think it is.


As long as the blasts don't stack, 3rd level should be fine. If they stacked, this would be a very scary spell.

I'd be fine with a player researching a spell like that, but I find that in most of my games there isn't a lot of downtime for spell research.

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