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What is the most powerful spell?
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<blockquote data-quote="Yaarel" data-source="post: 7211454" data-attributes="member: 58172"><p>Replace Phase Door. Something like.</p><p></p><p><strong>Phasing Step</strong></p><p><em> 2nd level</em></p><p>Casting Time: 1 Action</p><p>Duration: Concentration, until the end of the targets next turn</p><p></p><p>You make someone able to phase thru solid objects.</p><p>Choose one willing creature in range, such as yourself. Until the end of the creature's next turn, the creature is partially ethereal, thus can enter into and pass thru the same locations as any nonmagical, unattended objects, such as a wall.</p><p>Solid objects count as difficult terrain, and can reduce speed while moving thru them.</p><p>To climb vertically thru solid objects, such as a floor or a wall, is possible, thus an even slower speed can apply.</p><p>The Phasing creature cannot enter into any magic effect that prevents planar creatures or planar travel, such as a Wall of Force, Magic Circle, Private Sanctum, or Hallow.</p><p>Solid objects block sight while inside them. Although partially causing ethereality, this spell does not grant the creature the ability to see into the ethereal plane.</p><p>When Phasing Step ends, if occupying the same space as an object, the creature is ejected safely to the nearest unoccupied space.</p><p></p><p></p><p></p><p>Note. Higher level spell slots could allow more creatures to phase, the ability to phase thru other creatures, longer durations, or defensive reaction.</p><p></p><p>Probably magical barriers should remain in place, and requiring Dispel Magic or so on, before phasing thru them or into them. The limitation is intentionally there so the DM has a convenient and plausible way for the narrative, to prevent access to certain locations.</p><p></p><p>‘Until the end of the next turn’, allows the caster to go thru a wall, possibly get attacked on the other side, and do one action before or after deciding to move back to rejoin the party. Perhaps, for a low level spell it thinkable for the spell to be only until the end of the same turn. The problem is, it would effectively be a one-way ticket thru a wall that at low levels would usually separate party. Notice, casting it on an other creature is almost a one-way ticket, because the ‘next turn’ is the move plus an action, albeit the action could be used to return back to rejoin the party.</p><p></p><p>It is tempting to inflict force damage if inside an object when the spell ends, but similar spells vary whether there is any damage or how much to apply. Any damage would probably kill a low level caster instantly if it was applied here.</p><p></p><p>As-is, this Phasing spell above might lean toward 3rd spell level, but it is important to keep it around 2nd level, so player races like Shadar Kai might access them, similar to how Eladrin Elf accesses the 2nd-level Misty Step.</p></blockquote><p></p>
[QUOTE="Yaarel, post: 7211454, member: 58172"] Replace Phase Door. Something like. [B]Phasing Step[/B] [I] 2nd level[/I] Casting Time: 1 Action Duration: Concentration, until the end of the targets next turn You make someone able to phase thru solid objects. Choose one willing creature in range, such as yourself. Until the end of the creature's next turn, the creature is partially ethereal, thus can enter into and pass thru the same locations as any nonmagical, unattended objects, such as a wall. Solid objects count as difficult terrain, and can reduce speed while moving thru them. To climb vertically thru solid objects, such as a floor or a wall, is possible, thus an even slower speed can apply. The Phasing creature cannot enter into any magic effect that prevents planar creatures or planar travel, such as a Wall of Force, Magic Circle, Private Sanctum, or Hallow. Solid objects block sight while inside them. Although partially causing ethereality, this spell does not grant the creature the ability to see into the ethereal plane. When Phasing Step ends, if occupying the same space as an object, the creature is ejected safely to the nearest unoccupied space. Note. Higher level spell slots could allow more creatures to phase, the ability to phase thru other creatures, longer durations, or defensive reaction. Probably magical barriers should remain in place, and requiring Dispel Magic or so on, before phasing thru them or into them. The limitation is intentionally there so the DM has a convenient and plausible way for the narrative, to prevent access to certain locations. ‘Until the end of the next turn’, allows the caster to go thru a wall, possibly get attacked on the other side, and do one action before or after deciding to move back to rejoin the party. Perhaps, for a low level spell it thinkable for the spell to be only until the end of the same turn. The problem is, it would effectively be a one-way ticket thru a wall that at low levels would usually separate party. Notice, casting it on an other creature is almost a one-way ticket, because the ‘next turn’ is the move plus an action, albeit the action could be used to return back to rejoin the party. It is tempting to inflict force damage if inside an object when the spell ends, but similar spells vary whether there is any damage or how much to apply. Any damage would probably kill a low level caster instantly if it was applied here. As-is, this Phasing spell above might lean toward 3rd spell level, but it is important to keep it around 2nd level, so player races like Shadar Kai might access them, similar to how Eladrin Elf accesses the 2nd-level Misty Step. [/QUOTE]
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