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Community
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*Pathfinder & Starfinder
Elements of Magic - tweak to illusion force spell list
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<blockquote data-quote="Particle_Man" data-source="post: 1665208" data-attributes="member: 892"><p>Here's an option if you want to tone it down.</p><p></p><p>Maybe have the damage stick around (if you don't like fading, temporary damage), but be non-lethal, but add an enhancement that "costs" xd6 of the damage, but makes the damage lethal. Instead of costing xd6 damage, perhaps have it cost Y MP as an enhancement but have it "not count" in the MP total for what damage is dealt. That would tone it down, leaving an option of doing damage (albeit less damage) to those immune to non-lethal effects.</p><p></p><p>As for the necessity of "tactile" sensations, well it partially depends on the nature of the attack (a "sonic" attack or a "light ray" attack would not require tactile, but would require audio or visual. I wonder if a "stench" could actually do damage. I wonder if I should stop giving Hong free straight lines like that). <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> On the other hand, you could simply bypass (or give an option of bypassing) the specific sensory requirement by putting in Illusion Nature, which is meant to combine the senses and give a wee bit of reality (so Illusion Force could be conjoined with Illusion Nature).</p><p></p><p>Your idea does have merit, and gives the various audio-component illusion lists a "leg up" over Create Sound, at least when combined with ILlusion force. (Normally, I see no point in using the audio illusions when one knows the create sound list, except with respect to your above idea and the Illusion Specialist feat). </p><p></p><p>I guess I am not selling anyone on my temporary damage idea. I would like to ask if anyone has mechanical/balance problems with it, or is it purely a "feel" thing that makes them reject it. [I wonder if people reacted like this when temporary hp were first introduced]. Personally, I think it solves a lot of problems (how a spell can be worth casting in some situations, without stepping on the evoker's toes), and it only adds one box to the character sheet (so the character would have max. hp, wounds, temporary hp, and temporary damage). One way to simplify is to have temporary damage and temporary hp negate each other (so temporary hp negated by temporary damage does not return once the illusion is disbelieved, even if an aid spell is still in effect). This would keep the bookkeeping down. You still don't like it? Oh well... [Particle_Man waves good-bye to his temporary damage idea, as it drifts away on its ice floe] <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>As for your sphere of doom, I guess the question is how does it measure up to other 9th (well actually effectively 10th) level spells. I think (assuming you don't go for temporary damage) that if you leave the damage as non-lethal (with an expensive option to make it normal damage), the evoker's toes will not be stepped on. Well, except that evoker that uses the evoke list that does non-lethal damage anyhow. Whaddayagonnado? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Particle_Man, post: 1665208, member: 892"] Here's an option if you want to tone it down. Maybe have the damage stick around (if you don't like fading, temporary damage), but be non-lethal, but add an enhancement that "costs" xd6 of the damage, but makes the damage lethal. Instead of costing xd6 damage, perhaps have it cost Y MP as an enhancement but have it "not count" in the MP total for what damage is dealt. That would tone it down, leaving an option of doing damage (albeit less damage) to those immune to non-lethal effects. As for the necessity of "tactile" sensations, well it partially depends on the nature of the attack (a "sonic" attack or a "light ray" attack would not require tactile, but would require audio or visual. I wonder if a "stench" could actually do damage. I wonder if I should stop giving Hong free straight lines like that). :) On the other hand, you could simply bypass (or give an option of bypassing) the specific sensory requirement by putting in Illusion Nature, which is meant to combine the senses and give a wee bit of reality (so Illusion Force could be conjoined with Illusion Nature). Your idea does have merit, and gives the various audio-component illusion lists a "leg up" over Create Sound, at least when combined with ILlusion force. (Normally, I see no point in using the audio illusions when one knows the create sound list, except with respect to your above idea and the Illusion Specialist feat). I guess I am not selling anyone on my temporary damage idea. I would like to ask if anyone has mechanical/balance problems with it, or is it purely a "feel" thing that makes them reject it. [I wonder if people reacted like this when temporary hp were first introduced]. Personally, I think it solves a lot of problems (how a spell can be worth casting in some situations, without stepping on the evoker's toes), and it only adds one box to the character sheet (so the character would have max. hp, wounds, temporary hp, and temporary damage). One way to simplify is to have temporary damage and temporary hp negate each other (so temporary hp negated by temporary damage does not return once the illusion is disbelieved, even if an aid spell is still in effect). This would keep the bookkeeping down. You still don't like it? Oh well... [Particle_Man waves good-bye to his temporary damage idea, as it drifts away on its ice floe] :) As for your sphere of doom, I guess the question is how does it measure up to other 9th (well actually effectively 10th) level spells. I think (assuming you don't go for temporary damage) that if you leave the damage as non-lethal (with an expensive option to make it normal damage), the evoker's toes will not be stepped on. Well, except that evoker that uses the evoke list that does non-lethal damage anyhow. Whaddayagonnado? :) [/QUOTE]
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