Custom Spell: Perfect Endurance

Second revision: Gave it a level of 5, added concentration, and added an at higher levels section for more duration and getting rid of concentration (using Bestow Curse as a precedence for this kind of thing).

Balah's Perfect Endurance
5th level Abjuration

Casting time: 1 reaction, which you take when you are hit by an attack, forced to make a saving throw or forced to make an opposed skill check
Range: Self
Components: V, S
Duration: 1 round, Concentration

Your body hardens into a stone-like substance putting you into a protective stasis. Until the start of your next turn you are immune to all types of damage, any spell that targets you automatically fails, and you cannot have any conditions applied to you. During the duration you are considered incapacitated and your movement becomes 0.

At higher levels: If you cast this spell using a slot of 7th level or higher the duration is 1 minute. When using a 9th level slot the duration is 1 hour.

Some notes:
This change removes using it to guarantee a concentration effect to stick unless using a higher level slot. It hit me how synergistic the first version was if using something like Cloudkill, the enemy wouldn't be able to force you to drop concentration and you become immune to your own effect. However for a 7th level slot that seems fine when you can teleport anywhere and summon celestials.
Increasing the duration to an hour is probably a niche use at best so the 9th level mode won't get used often but kept it in for completeness sake.
If the spell is still too powerful for its initial level I could slap a debuff when reverting to normal form.
In it's current form it doesn't protect against abilities that bypass saving throws and attacks such as the Word spells. This is okay as no spell should be truly perfect.
 

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Question. If using a higher level spell slot, are you still unable to act for the duration? Also, if the spell no longer requires concentration, can you end the spell at will? My understanding is that spells with durations that don't require concentration cannot be ended early, as the caster is no longer generating or in control of the effect. For spells that require concentration, you can always stop concentrating. But other spells must run there course. Given that, at higher level spell slots, do you effectively take yourself out of the game for a min or an hour?
 

Question. If using a higher level spell slot, are you still unable to act for the duration? Also, if the spell no longer requires concentration, can you end the spell at will? My understanding is that spells with durations that don't require concentration cannot be ended early, as the caster is no longer generating or in control of the effect. For spells that require concentration, you can always stop concentrating. But other spells must run there course. Given that, at higher level spell slots, do you effectively take yourself out of the game for a min or an hour?

Not being able to end the stasis early when using a higher slot was the intention. It's more of a tradeoff than other spells that typically get a straight upgrade. I can't think of many scenarios when you would want to force yourself into a stasis for a while, but it is kinda funny if you set up a trap before hand.
 

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