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Custom Spell: Perfect Endurance
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<blockquote data-quote="MonkeezOnFire" data-source="post: 6928371" data-attributes="member: 6784845"><p>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). </p><p></p><p><span style="color: #000000">Balah's Perfect Endurance</span></p><p><span style="color: #000000">5th level Abjuration</span></p><p></p><p><span style="color: #000000">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</span></p><p><span style="color: #000000">Range: Self</span></p><p><span style="color: #000000">Components: V, S</span></p><p><span style="color: #000000">Duration: 1 round, Concentration</span></p><p></p><p><span style="color: #000000">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. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000"></span><span style="color: #000000">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. </span></p><p><span style="color: #000000"></span></p><p><span style="color: #000000">Some notes:</span></p><p><span style="color: #000000"></span>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. </p><p>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. </p><p>If the spell is still too powerful for its initial level I could slap a debuff when reverting to normal form. </p><p>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.</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 6928371, member: 6784845"] 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). [COLOR=#000000]Balah's Perfect Endurance[/COLOR] [COLOR=#000000]5th level Abjuration[/COLOR] [COLOR=#000000]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[/COLOR] [COLOR=#000000]Range: Self[/COLOR] [COLOR=#000000]Components: V, S[/COLOR] [COLOR=#000000]Duration: 1 round, Concentration[/COLOR] [COLOR=#000000]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. [/COLOR][COLOR=#000000]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: [/COLOR]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. [/QUOTE]
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