Vrecknidj said:Okay, I'm not sure I follow this. I'm going to try a re-write (no offense intended). Let me know if I've got the meaning of your spell.
Freeze Soul
Conjuration (Teleportation)
Level: Sor/Wiz 8
Components: V, S, M
Casting time: Standard action
Range: Close (25ft. + 5ft. / 2 levels)
Effect: One creature
Duration: 1 rd/level
Saving Throw: Will negates
Spell resistance: Yes
During the casting of this spell, you throw a shroud of obsidian dust over your target (which does not require a ranged touch attack, this is simply part of the material and somatic components of the spell).
This is already covered by the Components and Range section above. If you're worried about the flavor text obscuring the rules (which I can easily see), perhaps a more succinct way to put it would be:
This spell throws a shroud of obsidian dust over your target and disjoins the soul. For all intents and purposes, the body temporarily ceases to exist, while the soul is trapped on a random, hostile part of the Plane of Shadow.
The spell causes the target's body to disappear (though it is not disintegrated, has not been teleported, and isn't invisible as per that spell),
Yeah, I have a problem with that part of the spell too. Not so much for this spell, but in how it interacts with other spells and effects.
and forces the target's soul into a Shadow fold where his body's position on the material plane had connected to the plane of Shadow's coterminous point. Losing contact with a body causes the target pain, resulting in 1d4 hit points lost per round until the target dies or is saved.
Short of a plane shift spell (or wish or miracle), the target cannot be rescued from his plight; although it's possible a wandering denizen of the plane of Shadow might take notice (but this isn't necessarily a good thing).
I personally like the possibility of a Shadow Plane rescue, but I think Ferret wants to avoid such.
The plane shift spell has a range of touch, so saving someone with this spell will require that the caster of the plane shift spell has the ability to travel to the place where the target is, and then use the spell.
Plus they have to be able to FIND the victim. In Ferret's version, that's going to be non-trivial.
During the time this spell is in effect, what happens to the target's body? Is it just gone? If someone rescues the person's soul from the Shadow plane, is that soul now without a body?
See, Ferret, this is what I mean about questions raised by using new effects instead of pre-existing game terms such as 'paralyzed and incorporeal' or your original 'cowering and incorporeal'. (Yes, I understand 'paralyzed and incorporeal' doesn't cover all of what you want, but 'paralyzed and incorporeal, with the soul disjoined and flung into a random part of the Plane of Shadow' seems close. Or since Shadow effects are so strange, perhaps you can get away with 'body paralyzed and flung into a random part of the Shadow Plane, with the soul disjoined and left behind, cowering and incorporeal'? That doesn't give the immunity to healing and other harm that you seem to want)
The more we look at your spell, Ferret, the more I'm understanding why Maze is such a weird spell. Maze simplifies many of these questions by explicitly banishing the victim to an extradimensional prison, but I don't think Ferret wants to use extradimensional spaces.
Or, perhaps, did I just not get the meaning of your spell?
Dave
PS This sounds like a pretty cool spell concept, so I'm eager to see it worked out so I can then pilfer it from ya.
Yes, it's a cool spell concept. I would never have bothered commenting if it wasn't.
--index