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Elements of Magic - Revised Spell Listing
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<blockquote data-quote="RangerWickett" data-source="post: 2677710" data-attributes="member: 63"><p>The spell you created there can't really work. The way you statted it, it would basically turn you into a self-aware patch of darkness, but since you're just shadow (and not some sort of shadow creature), you'd be unable to move or take non-mental actions, and someone turning on the lights would injure or kill you.</p><p></p><p>The problem with your version is that, as you said, you didn't really pick any specific enhancements. When you create a spell, it is certainly feasible (if your GM lets you) to just use the appropriate spell lists and pay whatever the GM decides is a reasonable MP cost, but you should look to the existing enhancements as a guideline.</p><p></p><p>To accomplish what I think you want, you'd want to use Transform Elemental 4/Transform Shadow 1/Gen 1 to turn into an elemental (using the 'Strong Defenses' and 'Different Element' enhancements). You'd be a shadow elemental, sort of like a fire elemental, only with a different element. You would keep most of the same stats as your normal race, but you'd gain elemental immunities, and probably some sort of ability to move through shadows easily.</p><p></p><p>Since there isn't really a core rules example of a shadow elemental, you'd need to wing it a bit. Basically, though, with this form you'd be much sneakier (you can hide in shadows, and perhaps even slip through cracks in walls), and that should require at least 6 MP or so. If you actually wanted ability scores and hit dice like an elemental, you'd need to also choose the 'strong creature' enhancement, which could get costly.</p><p></p><p>Does that make more sense?</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 2677710, member: 63"] The spell you created there can't really work. The way you statted it, it would basically turn you into a self-aware patch of darkness, but since you're just shadow (and not some sort of shadow creature), you'd be unable to move or take non-mental actions, and someone turning on the lights would injure or kill you. The problem with your version is that, as you said, you didn't really pick any specific enhancements. When you create a spell, it is certainly feasible (if your GM lets you) to just use the appropriate spell lists and pay whatever the GM decides is a reasonable MP cost, but you should look to the existing enhancements as a guideline. To accomplish what I think you want, you'd want to use Transform Elemental 4/Transform Shadow 1/Gen 1 to turn into an elemental (using the 'Strong Defenses' and 'Different Element' enhancements). You'd be a shadow elemental, sort of like a fire elemental, only with a different element. You would keep most of the same stats as your normal race, but you'd gain elemental immunities, and probably some sort of ability to move through shadows easily. Since there isn't really a core rules example of a shadow elemental, you'd need to wing it a bit. Basically, though, with this form you'd be much sneakier (you can hide in shadows, and perhaps even slip through cracks in walls), and that should require at least 6 MP or so. If you actually wanted ability scores and hit dice like an elemental, you'd need to also choose the 'strong creature' enhancement, which could get costly. Does that make more sense? [/QUOTE]
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