Inconsequenti-AL
Breaks Games
Here they are:
Or
My sorceror needs better ways to ruin the oppositions day. Nice crippling spell like one of these 2 could be just the thing...
On the one hand, the Dance is great because you can beat the victim viciously while they caper... but it's only living targets and you need to get into melee range. However, maze will work on more stuff, doesn't seem as strong but lasts longer... although I supose you could always use it on yourself if things went really wrong?
What would you go for? Anything I'm missing? Anything else you'd consider over this?
SRD said:Irresistible Dance
Enchantment (Compulsion) [Mind-Affecting]
Level: Brd 6, Sor/Wiz 8
Components: V
Casting Time: 1 standard action
Range: Touch
Target: Living creature touched
Duration: 1d4+1 rounds
Saving Throw: None
Spell Resistance: Yes
The subject feels an undeniable urge to dance and begins doing so, complete with foot shuffling and tapping. The spell effect makes it impossible for the subject to do anything other than caper and prance in place. The effect imposes a –4 penalty to Armor Class and a –10 penalty on Reflex saves, and it negates any AC bonus granted by a shield the target holds. The dancing subject provokes attacks of opportunity each round on its turn.
Or
SRD said:Maze
Conjuration (Teleportation)
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: See text
Saving Throw: None
Spell Resistance: Yes
You banish the subject into an extradimensional labyrinth of force planes. Each round on its turn, it may attempt a DC 20 Intelligence check to escape the labyrinth as a full-round action. If the subject doesn’t escape, the maze disappears after 10 minutes, forcing the subject to leave.
On escaping or leaving the maze, the subject reappears where it had been when the maze spell was cast. If this location is filled with a solid object, the subject appears in the nearest open space. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a maze spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell. Minotaurs are not affected by this spell.
My sorceror needs better ways to ruin the oppositions day. Nice crippling spell like one of these 2 could be just the thing...
On the one hand, the Dance is great because you can beat the victim viciously while they caper... but it's only living targets and you need to get into melee range. However, maze will work on more stuff, doesn't seem as strong but lasts longer... although I supose you could always use it on yourself if things went really wrong?
What would you go for? Anything I'm missing? Anything else you'd consider over this?