
pevetos |

School Enchantment[air]; Level sorcerer/wizard 3, Druid 3, Cleric 3 (Hshurha or Ranginori)
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
The Enchanted creatures are imbued with the power of the wind and thunder. This has several effects.
Creatures Chose one of their attacks, it deals +1d6 of electric damage. they may change which attack deal extra damage each round.
Creature is surrounded by a wind veil, ranged attack rolls against them take a -4 penalty.
Land and Fly increase by 30 feet if you already have those movements, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed
I'm Doing a Supportive air themed cleric,and wanted do an air themed suportive spell for combat. i made a weaker version of haste but more wind oriented, i'm pretty sure it have the right power level for a level 3 wizard spell, but not sure if it's too much (or too little) for a cleric.

I grok do u |
1 person marked this as a favorite. |
My take:
Power level is probably okay, although maybe drop the ranged attack penalty to -2, so it's not stepping on Cloak of Winds too much.
Should be Evocation or Transmutation school.
Should add a costless material component (dandelion seed, bit of kite string, or the like).
As clerics don't usually get haste (nor cloak of winds), so you have the right idea to gate it behind deities. This can be done by adding special casting rules for appropriate deities individually, or more generally by tying it to the domain(s).

pevetos |
1 person marked this as a favorite. |

My take:
Power level is probably okay, although maybe drop the ranged attack penalty to -2, so it's not stepping on Cloak of Winds too much.
Should be Evocation or Transmutation school.
Should add a costless material component (dandelion seed, bit of kite string, or the like).
As clerics don't usually get haste (nor cloak of winds), so you have the right idea to gate it behind deities. This can be done by adding special casting rules for appropriate deities individually, or more generally by tying it to the domain(s).
this all make sense, i like it,so it would be like that.
School Evocation[air]; Level sorcerer/wizard 3, Druid 3, Cleric 3 (Hshurha or Ranginori)
CASTING
Casting Time 1 standard action
Components V, S ,M (A feather of a medium or bigger bird)
EFFECT
Range close (25 ft. + 5 ft./2 levels)
Targets one creature/level, no two of which can be more than 30 ft. apart
Duration 1 round/level
Saving Throw Fortitude negates (harmless); Spell Resistance yes (harmless)
DESCRIPTION
The Enchanted creatures are imbued with the power of the wind and thunder. This has several effects.
Creatures Chose one of their attacks, it deals +1d6 of electric damage. they may change which attack deal extra damage each round.
Creature is surrounded by a wind veil, ranged attack rolls against them take a -2 penalty.
Land and Fly increase by 30 feet if you already have those movements, to a maximum of twice the subject’s normal speed using that form of movement. This increase counts as an enhancement bonus, and it affects the creature’s jumping distance as normal for increased speed

Pizza Lord |
I am just going to run through my thoughts and put them out as I look it over.
1. The parameters (targets, range, duration, etc.) are equal to haste.
Equal.
2. Wind bless increases land and fly speed while haste increases all movement speed.
This give haste the advantage but not really. Burrowing, climbing, and swimming movement are not actually common. By that I mean, in a combat situation. They do and can, at times, but it's not as common as to make this a huge difference, but it is noted.
3. Haste gives a +1 bonus to AC, lost if Dex bonus is lost. Wind bless basically adds +2 to AC against ranged attacks (the attack is at –2). This seems to apply to any such attacks; siege weapons, thrown boulders, ranged spells, and things that a wind wall wouldn't stop, but cloak of winds seems to do the same, so probably fair.
I'd say they're about equal depending on the ratio of ranged to melee attacks going about.
4. Haste can be countered with slow. While not the greatest choice, at least using slow this way doesn't allow a save, it just ends haste, which is effective (and inversely haste can counter and dispel slow), wind bless has no real counter except dispel, which applies to both.
I'd give wind bless a slight edge.
5. Haste gives a +1 to all attacks and potentially can add an extra attack. Wind bless adds 1d6 electricity to one attack. Assuming I am reading that correctly and you don't mean they choose unarmed stike (right fist) or 'my battleaxe' or 'my claws' and it applies to each. I would likely reword it to 'One per round, the target can add 1d6 electricity damage to a natural or manufactured attack's damage on a hit.' or something, assuming that's what you mean, and leave out the whole changing which attack. If you did mean choose an attack and all attacks that round with that attack get the +1d6 that entire round (including AoOs and such made until their next turn), then that should be clear as well.
Assuming the first option, which is adding +1d6 damage to an attack, wind bless is still better in most cases except for attackers with multiattacks, since it works better with mobility. With haste you move faster and can cover the field and reach targets, but you still only get one attack (at +1 to hit), with wind bless you get all the mobility, and your one attack is at +1d6 electricity damage. Even considering resistance to electricity, that's still a good tradeoff, and this spell works better with Vital Strike or other attacks that take a standard action or only allow one attack. So I give the advantage to wind bless unless haste is going on a monk or high BAB target.
---------------------------------------------
TL/DR
I think wind bless edges out haste in power and usefulness in most situations; where the targets don't use Climb, Burrow, or Swim in the fight or it's all melee attacks against them. I'd say it would be fine with the cleric's religious restrictions being so narrow and with druids not getting haste, but with wizard/sorcerer access, that means they can be stacked together, except for the movement, and while that is two spells, it's not unheard of for support casters, especially for buffing an entire party when the situation works (against ranged attacks or with targets that only do one single attacks, like Vital Strikes or move and attacks), and the bonuses to hit and AC stack. It would be tougher on sorcerers with limited spell selection, but with things like spell pages or whatever that up such things, it's not a real restriction for a support caster.
There's not even a restriction, like it not working underwater. Cloak of winds doesn't have that restriction either, I am just saying there's nothing to bring it quite into balance where I think it brings it to parity. Not saying it needs that specifically, but maybe something like the penalty to ranged attacks not applying to siege weapons or spells, or not working underwater. Or being able to be countered or dispelled with a targeted gust of wind (even one requires a caster level check to succeed like dispel). It's very close, and I don't think it will unbalance a game, ultimately, especially your specific one, this is mostly from a broad, dropped into most games viewpoint, where I'd need just something tweaked to make it equal to haste (again, in my opinion).

pevetos |

I am just going to run through my thoughts and put them out as I look it over.
** spoiler omitted **...
thanks for the insight, my goal for this spell is for it to be a multi target buff for combat such as haste or prayer, themed around wind, for my wind themed cleric
initially a overvalued the extra attack and though it was just better them a shocking weapon, now i see that it is probably better than the extra attack.
some ideas for nerfs i have are
reduce to 1d4
reduce speed to 15ft
instead of speed they hover ignoring dificult terrain
im also open to suggestions for this spell from 0
or just other nerfs suggestions
(also yes they are not supose to have it in ther 2 claws)

pevetos |

it is doing alot of different things. You might want to simplify the effects. Otherwise you can do the choose your buff like Blessing of Fervor.
Text wise remove the word 'enchanted' for 'Effected creatures gain...'
thats a nice idea dont know if i will be able to balance it proprerly as a level 3 spell but let me try
same casting properties of haste and bof (durantion, range, targets...)
the options would be
+1d6 of electric in 1 weapon
+30 ft movement
+2 cl on spells of air descriptor
-2 penalty on ranged weapons

Azothath |
I'd suggest;
An affected creature chooses the the spell effect from the list below at the start of their round otherwise the previous effect continues.
1) Chaotic winds - a vortex of winds and debris rips around the target: AoE 5*[CstrLvl/4]ft radius, +2 deflection AC and -2 penalty to to ranged/thrown attacks for ammo/weapons of 6 lbs or less. Touch, ranged touch, and ray attacks are affected. Perception checks in/through the area suffer -1 per square (rather than -1 per 2 sqrs).
2) Guiding winds - helpful winds guide missiles to a particular target: +2 insight bonus on [CstrLvl/4] ranged(ammo) or thrown attacks per round on a single foe using ammo or weapons 6 lbs or less. Touch, ranged touch, and ray attacks are not affected.
3) Shocking weapon - electricity arcs across a weapon: a designated wielded/thrown weapon gains the shocking ability, at 12th CstrLvl the weapon gains the shocking burst ability. Natural weapons cannot gain this effect. Ranged weapons only bestow this ability on the first attack(shot) in a round.
4) Swift Winds - guiding winds help fliers: Flying creatures gain 10 ft to their flight speed and +2 competence to fly checks including saves versus adverse/environmental wind effects. At 12th Cstr Lvl the bonus becomes 15 ft and +3 competence.