RangerWickett
Legend
Tell me what you think of the balance of this spell, please.
Accursed Tendrils
Illusion/Necromancy [Shadow]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
A mass of shadowy tendrils surround you, responding to your will and attacking nearby foes. You gain a slam attack with double your normal reach plus 5 ft. (so 15 ft. for most Medium creatures, 25 ft. for Large creatures and so on), and you use your Intelligence or Charisma modifier instead of your Strength for the attack roll. A successful hit deals 2d8 points of damage + 1 point per level (maximum 2d8+20). A creature struck must make a Fortitude save or be suffer a negative level. This negative level goes away after one hour, and never causes permanent level loss.
The tendrils can be sundered (they effectively have hardness 0 and 20 hit points, and cannot be harmed by nonmagical weapons), but if destroyed they automatically reform at the beginning of your turn.
You can use the tendrils to grapple a foe within your reach, and you do not count as being grappled. Your grapple check is modified by your Intelligence or Charisma instead of your Strength, and you gain a +4 to grapple checks when this spell is active.
If you cast a touch spell, you can use the tendrils to deliver the spell as if with a touch attack, or can make a normal attack roll to try to deal damage and deliver the spell at the same time. When delivering a touch spell, you can have the tendrils lash out to a distance of 150 ft., though if you extend their reach you do not threaten with the tendrils until your next turn.
It's sort of meant to combine the functionality of spectral hand and the Bigby's hand spells. However, the tendrils only attack if you do, whereas Bigby spells basically give you a free attack per turn. What do you think?
Accursed Tendrils
Illusion/Necromancy [Shadow]
Level: Sor/Wiz 8
Components: V, S
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
A mass of shadowy tendrils surround you, responding to your will and attacking nearby foes. You gain a slam attack with double your normal reach plus 5 ft. (so 15 ft. for most Medium creatures, 25 ft. for Large creatures and so on), and you use your Intelligence or Charisma modifier instead of your Strength for the attack roll. A successful hit deals 2d8 points of damage + 1 point per level (maximum 2d8+20). A creature struck must make a Fortitude save or be suffer a negative level. This negative level goes away after one hour, and never causes permanent level loss.
The tendrils can be sundered (they effectively have hardness 0 and 20 hit points, and cannot be harmed by nonmagical weapons), but if destroyed they automatically reform at the beginning of your turn.
You can use the tendrils to grapple a foe within your reach, and you do not count as being grappled. Your grapple check is modified by your Intelligence or Charisma instead of your Strength, and you gain a +4 to grapple checks when this spell is active.
If you cast a touch spell, you can use the tendrils to deliver the spell as if with a touch attack, or can make a normal attack roll to try to deal damage and deliver the spell at the same time. When delivering a touch spell, you can have the tendrils lash out to a distance of 150 ft., though if you extend their reach you do not threaten with the tendrils until your next turn.
It's sort of meant to combine the functionality of spectral hand and the Bigby's hand spells. However, the tendrils only attack if you do, whereas Bigby spells basically give you a free attack per turn. What do you think?