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*Pathfinder & Starfinder
Freeze soul is now disjoin soul. Heavy update.
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<blockquote data-quote="index" data-source="post: 1650231" data-attributes="member: 21195"><p>Ferret wrote:</p><p></p><p>> Anyone?</p><p></p><p>No, sorry.</p><p></p><p>(Just joking.)</p><p></p><p>Okay, here's your spell:</p><p></p><p>> Freeze soul</p><p>> Conjuration (Teleportation)</p><p></p><p>Etherealness and Ethereal Jaunt are Transmutation spells.</p><p>But Teleport and Maze are Conjuration spells... Shadow Walk</p><p>is Illusion (Shadow). (Why in the HECK did WotC move so</p><p>much stuff into Conjuration? Just being able to summon or</p><p>call a variety of critters with a variety of powers is</p><p>enough by itself.) (Seems as if 'shadow' should be a spell</p><p>descriptor instead of an illusion sub-school.)</p><p></p><p>> Level: Sor/Wiz 8</p><p></p><p>It's hard to guess the proper level for this spell, as I'll</p><p>discuss below.</p><p></p><p>> Components: V,S,M</p><p></p><p>What are the material components?</p><p></p><p>> Casting time: Full roundaction</p><p></p><p>Do you mean "1 round"? (Please proof-read.) Very</p><p>interruptable.</p><p></p><p>> Range: Close (25ft. + 5ft. / 2 levels)</p><p>> Effect: One creature</p><p>> Duration: Concentration up to 1 round every level.</p><p></p><p>Very interruptable.</p><p></p><p>> Saving Throw: Special</p><p></p><p>"Will negates (special)", might be a better way to phrase</p><p>this. BTW, if you're using a Will save, you might want to</p><p>specify whether vermin and other mindless creatures are</p><p>immune or automatically vulnerable. I don't think there are</p><p>any PH spells that use a Will save without being</p><p>mind-affecting, which would make constructs, undead, vermin,</p><p>etc immune. I'm guessing that Maze has it's weird mechanic</p><p>(no save but victim gets INT check every round) for this</p><p>very reason.</p><p></p><p>> Spell resistance: Yes</p><p>> </p><p>> With this spell you through a shroud of obsidian over your target and</p><p></p><p>s/through/throw/</p><p>Proof-read, please.</p><p></p><p>Is the shroud of obsidian a net actually made from</p><p>carefully shaped obsidian? Is this the material component?</p><p></p><p>> send their essence, the part that Is, into the realm of shadows if</p><p></p><p>Please use paragraph separation between flavor text and</p><p>rules text. Some PH spells don't do so, but it makes rules</p><p>adjudication easier later on.</p><p></p><p>> they fail a will save. This has several effects. Primarily they become</p><p>> incorporeal, unable to touch others, or be touched. Also failing</p><p></p><p>Does the victim gain all the benefits and penalties of the</p><p>Incorporeal subtype? Are they treated as a manifesting</p><p>ghost, except that they cannot de-manifest, and they are on</p><p>the Shadow plane instead of the Ethereal plane?</p><p></p><p>> another will save means that they must cower through the duration.</p><p></p><p>So your friends can Magic Missile them, but they can't</p><p>attack back. This IS a mind-affecting fear effect, right?</p><p>Explicitly say whether or not it is, please. If it's not</p><p>mind-affecting, how in the heck does it work?</p><p></p><p>> Thirdly, they take 1d4 damage each round due to the unfeeling cold of</p><p>> the Shadow plane, this bypasses resistance and regeneration or fast</p><p>> healing.</p><p></p><p>Why? People using Shadow Walk don't suffer this effect.</p><p>Describe it as due to the spell's interaction with the</p><p>Shadow Plane, not as a property of the plane itself. Or</p><p>describe it as an effect of being stuck partially on two</p><p>different planes. Or describe it as a side effect of the</p><p>separation.</p><p></p><p>Since they are (at least partially) on the Shadow Plane, can</p><p>they intentionally 'get lost' the way Shadow Walk passengers</p><p>can?</p><p></p><p>Unlike Maze, this spell offers a save. But once the victim</p><p>is affected, they cannot make an automatic escape attempt</p><p>each round, instead you must concentrate. That makes the</p><p>spell much weaker than Maze when the victim's team</p><p>outnumbers your team, and much stronger than Maze when your</p><p>team is bigger.</p><p></p><p>This is also a general utility spell. Pump up a friend with</p><p>bonuses against fear, cast this spell, and watch them walk</p><p>through walls.</p><p></p><p>I think this might be suitable as an 8th level spell, maybe</p><p>even 7th, since the victim is helpless only if they fail two</p><p>saves, but some clarifications are needed.</p><p></p><p>Yes, I'm asking a lot of questions, but any time you do</p><p>something unusual or new, you need to figure out how it's</p><p>going to work with other spells and powers.</p><p></p><p>--index</p></blockquote><p></p>
[QUOTE="index, post: 1650231, member: 21195"] Ferret wrote: > Anyone? No, sorry. (Just joking.) Okay, here's your spell: > Freeze soul > Conjuration (Teleportation) Etherealness and Ethereal Jaunt are Transmutation spells. But Teleport and Maze are Conjuration spells... Shadow Walk is Illusion (Shadow). (Why in the HECK did WotC move so much stuff into Conjuration? Just being able to summon or call a variety of critters with a variety of powers is enough by itself.) (Seems as if 'shadow' should be a spell descriptor instead of an illusion sub-school.) > Level: Sor/Wiz 8 It's hard to guess the proper level for this spell, as I'll discuss below. > Components: V,S,M What are the material components? > Casting time: Full roundaction Do you mean "1 round"? (Please proof-read.) Very interruptable. > Range: Close (25ft. + 5ft. / 2 levels) > Effect: One creature > Duration: Concentration up to 1 round every level. Very interruptable. > Saving Throw: Special "Will negates (special)", might be a better way to phrase this. BTW, if you're using a Will save, you might want to specify whether vermin and other mindless creatures are immune or automatically vulnerable. I don't think there are any PH spells that use a Will save without being mind-affecting, which would make constructs, undead, vermin, etc immune. I'm guessing that Maze has it's weird mechanic (no save but victim gets INT check every round) for this very reason. > Spell resistance: Yes > > With this spell you through a shroud of obsidian over your target and s/through/throw/ Proof-read, please. Is the shroud of obsidian a net actually made from carefully shaped obsidian? Is this the material component? > send their essence, the part that Is, into the realm of shadows if Please use paragraph separation between flavor text and rules text. Some PH spells don't do so, but it makes rules adjudication easier later on. > they fail a will save. This has several effects. Primarily they become > incorporeal, unable to touch others, or be touched. Also failing Does the victim gain all the benefits and penalties of the Incorporeal subtype? Are they treated as a manifesting ghost, except that they cannot de-manifest, and they are on the Shadow plane instead of the Ethereal plane? > another will save means that they must cower through the duration. So your friends can Magic Missile them, but they can't attack back. This IS a mind-affecting fear effect, right? Explicitly say whether or not it is, please. If it's not mind-affecting, how in the heck does it work? > Thirdly, they take 1d4 damage each round due to the unfeeling cold of > the Shadow plane, this bypasses resistance and regeneration or fast > healing. Why? People using Shadow Walk don't suffer this effect. Describe it as due to the spell's interaction with the Shadow Plane, not as a property of the plane itself. Or describe it as an effect of being stuck partially on two different planes. Or describe it as a side effect of the separation. Since they are (at least partially) on the Shadow Plane, can they intentionally 'get lost' the way Shadow Walk passengers can? Unlike Maze, this spell offers a save. But once the victim is affected, they cannot make an automatic escape attempt each round, instead you must concentrate. That makes the spell much weaker than Maze when the victim's team outnumbers your team, and much stronger than Maze when your team is bigger. This is also a general utility spell. Pump up a friend with bonuses against fear, cast this spell, and watch them walk through walls. I think this might be suitable as an 8th level spell, maybe even 7th, since the victim is helpless only if they fail two saves, but some clarifications are needed. Yes, I'm asking a lot of questions, but any time you do something unusual or new, you need to figure out how it's going to work with other spells and powers. --index [/QUOTE]
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Freeze soul is now disjoin soul. Heavy update.
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