8th-level spell, Accursed Tendrils

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?
 

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Nasty for creatures with reach..

I would use the Chr modifier, leaning on the 'force of personality' instead of using Int.

I think overall its too high level for what it does. Offhand I would say:

Change: touch spell range to close, tendrils do not threaten until the next round.

Change: "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."
To: "The tendrils can be sundered (each tendril has effectively have hardness 0 and 20 hit points, and cannot be harmed by nonmagical weapons, and an AC equal to your touch AC + Chr Mod)"

Add:
You gain 1 tendril for every 2 caster levels.
Each tendril provides a +10% miss chance and threatens an area within your normal reach. An attack that misses you due to this chance will instead strike and possibly destroy a tendril.
You may make a number of additional AoO each round with the tendril's Slam equal to you CHR modifier or the number of tendrils remaining, whichever is less.


Of course, I am seeing this more as a defensive spell that can be used quite offensively. Its a spell that, once recognized, will keep the enemy at bay.
 

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