Spell Creation and Critique.. We've seen creation, now we see Critique.
torem13 said:
SLEEPING CIRCLE
Charm Humanoid 0/Gen 5
DC: 13
Total MP: 5
Range: Short (30 ft.)
Duration: One minute
Area: 10 ft radius burst
HD Threshold: 5 HD
Saving Throw: Will negates
This spell creates an area of light sleep from which creatures effected can be easily awoken, however they do not get a save after the first. Count lower HD creatures first up to the maximum. If only a single creature is targeted and has more than 5 HD add +1 on save for each HD above 5. Costs: 1 MP range, 1 MP area, 0 MP weak sleep, 3 MP subtle charm.
Because Subtle Charm is a Charm enhancement, and not a General Enhancement, the HD limit of this spell is 8, not 5. Otherwise, this is perfect. That'll teach ya to power down yer own spells.
Astriemer said:
GLITTERDUST
Create Metal 0/Evoke Light 1/Gen 3
Total MP: 4
Range: Medium (150 ft.)
Duration: 1 minute
Area: 10 ft. radius effect
Saving Throw: Reflex negates (blinding only)
A cloud of golden particles covers everyone and everything in the area, causing creatures to become blinded for 1 round and dazzled for the remainder of the duration. It also visibly outlines invisible things for the duration of the spell. All within the area are covered by the dust, which cannot be removed and continues to sparkle until it fades.
Any creature covered by the dust takes a –40 penalty on Hide checks
I'm not sure this spell can do what's being asked of it. The blindness looks alright, except that the dazzled effect lasts for a minute, not simply the rest of the duration (you're getting a free round, whoohoo.) The Create Metal is a problem, however. Because this spell combines two spell lists, it's not a "Simple Spell" and you forfeit any Free Cantrip effects. Any Spell Lists after the first force all spell lists involved to be 1 MP at the minimum. This, as described, is a 5 MP spell, minimum. Lastly, I know the Glitterdust spell in the PhB has a penalty to Hide, but you'd need to pay MP for that effect, and it isn't taken into account. With Illusion Light 3 you could inflict a -20 penalty to Hide, and you
should be able to use Drain Air 12 to inflict a -40 penalty to Hide (can't find the rules that say you can, but
damnit, I wanna!) Inflicting a -40 penalty to hide is a bit much to ask a 1MP Create Metal, and I'm sure someone could word a Illusion Shadow 3 spell so that even being covered by gold dust wouldn't make them visible, but, the concept stands.
Hope no one takes this is snarky. Just trying to clarify the rules a little, and help people make more 'correct' spells.
The Acid question was addressed in the "
Questions for the Designer" thread, I do believe, but it's long and involved. Ambient Acid deals only 1d6 damage per round, and that can't be increased, only the number of rounds it deals damage can be increased. 6 MP in Varialble Ambient would get you 1d6 over 6 rounds, not 6d6.
- Kemrain the
Friendly Critic.