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Community
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'Combo' Spells to increase action economy, bypass cocentration
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<blockquote data-quote="mellored" data-source="post: 7298024" data-attributes="member: 6801209"><p>So... if the spell was put into say.. a spell orb?</p><p></p><p>Nystul's Spell Orb (level 2)</p><p>Casting Time: 1 Reaction</p><p>Range: 30'</p><p>Duration: Instantaneous</p><p>When a creature casts a spell of second level or lower that you can see, you can bind the magical energy into a glowing orb of force. The spell does not take effect, and is instead bound in a fragile magic item that appears in the possession of the caster, with the DC, spell level, and variables captured at the time of casting. Any creature can use the orb to cast the contained spell, chosing a new target and maintaining concentration.</p><p>The spell inside will instantly take effect if it takes any damage or is used in a ranged attack, dealing 1 force damage. If someone holding the orb takes damage, they must make a Con saving throw with a DC equal to half the damage they took, or the orb breaks. The orb is the right size to be used in a sling and can be launched 120', or thrown 30' and deals 1 force damage (+dex, as normal).</p><p>A triggered spell uses the orb's location, and randomly choses from any valid target within range (self spells have a range of 1'). If the triggered spell requires concentration, it lasts 1 round.</p><p>If the creature regains the spell slot (or it's equivalent) used for either this spell or the captured spell, the the orb disappears without having triggered. A creature may choose to not regain the slots when they rest, keeping the spell orb indefinitely. Once used or broken, the orb disappears.</p><p>At higher level: For each additional spell level beyond 2, increase the maximum spell level by 1.</p></blockquote><p></p>
[QUOTE="mellored, post: 7298024, member: 6801209"] So... if the spell was put into say.. a spell orb? Nystul's Spell Orb (level 2) Casting Time: 1 Reaction Range: 30' Duration: Instantaneous When a creature casts a spell of second level or lower that you can see, you can bind the magical energy into a glowing orb of force. The spell does not take effect, and is instead bound in a fragile magic item that appears in the possession of the caster, with the DC, spell level, and variables captured at the time of casting. Any creature can use the orb to cast the contained spell, chosing a new target and maintaining concentration. The spell inside will instantly take effect if it takes any damage or is used in a ranged attack, dealing 1 force damage. If someone holding the orb takes damage, they must make a Con saving throw with a DC equal to half the damage they took, or the orb breaks. The orb is the right size to be used in a sling and can be launched 120', or thrown 30' and deals 1 force damage (+dex, as normal). A triggered spell uses the orb's location, and randomly choses from any valid target within range (self spells have a range of 1'). If the triggered spell requires concentration, it lasts 1 round. If the creature regains the spell slot (or it's equivalent) used for either this spell or the captured spell, the the orb disappears without having triggered. A creature may choose to not regain the slots when they rest, keeping the spell orb indefinitely. Once used or broken, the orb disappears. At higher level: For each additional spell level beyond 2, increase the maximum spell level by 1. [/QUOTE]
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Community
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'Combo' Spells to increase action economy, bypass cocentration
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