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<blockquote data-quote="doctorbadwolf" data-source="post: 7949451" data-attributes="member: 6704184"><p>I’m not convinced by the balance arguments for a spell level that contains some of the game’s best spells, but here is an update, taking some of the feedback here but mostly my co-dm’s feedback over the course of the day.</p><p></p><p>4th level spell. Mostly so that is isn’t sharing a spell level with the thematically similar magic circle and glyph of warding. We also made it fixed rather than mobile (for now), cleaned up the language, decreased the damage elements, and beefed up the scaling benefits. I’m...not certain it should be concentration, but I also think they put concentration on too many spells, so I’ll probably leave it unless we start removing it from phb spells. </p><p></p><p> </p><p>You place a silver torc on the ground at your feet. As you complete the spell the torc spins in place, eventually stopping with the open aperture pointing north. The torc then splits into 4 parts, and grows into ethereal circles surrounding you inches above the ground, each circle's aperture facing a different compass point, creating a deceptively simple circular maze in the air.</p><p></p><p>For the duration of the spell, you and your allies are protected by an ethereal maze of arcane energy. The maze is a 10-foot-radius, 20-foot-tall cylinder centered on a point you choose within range, and creates the following effects while the spell is active. You designate any number of creatures, types of creatures, or an identifier or pass-phrase a creature can speak, which determines who is protected by the maze.</p><p></p><p>You and such designated creatures gain a +1 bonus to AC, and 3d6+3 temporary hit points if they are within the maze when the spell is cast, or the first time they enter the maze during the spell's duration. </p><p></p><p>Any time a creature not designated by you begins their turn inside the maze, or targets a creature inside the maze with a magical ability, the attacker must succeed on an intelligence saving throw or be stunned until the end of their next turn.</p><p></p><p>While the spell is active, you can use one of the following actions. </p><p></p><ul> <li data-xf-list-type="ul">When any creature within the maze takes acid, cold, fire, thunder, lightning, or force damage, you can use a reaction to grant designated creatures in the maze resistance to that damage type until the end of their next turn, and 1d6 extra damage of the same type as a bonus on their next damage roll. </li> <li data-xf-list-type="ul">You can use a bonus action to grant all creatures within the maze gain 2d6+3 temporary hit points.</li> <li data-xf-list-type="ul">You can use your action to cause all creatures stunned by the maze within 60ft that you can see to believe they are imperiled within the maze. Each target must succeed on an intelligence saving throw. If they fail, on their next turn they must take the Dash Action and move their full speed in a random direction. If they move at least 10 ft and further movement is blocked by another creature, or an object or solid surface, they and the creature or object they run into take damage equal to 1d6 for every 10 ft that they move before the impact (maximum 3d6).</li> </ul><p><em><strong>At higher levels.</strong></em> When you cast this spell at 5th level or higher, the temporary hit point values increase by 1d6+1, and the radius increases by 5 ft, for each spell level above 3rd.</p></blockquote><p></p>
[QUOTE="doctorbadwolf, post: 7949451, member: 6704184"] I’m not convinced by the balance arguments for a spell level that contains some of the game’s best spells, but here is an update, taking some of the feedback here but mostly my co-dm’s feedback over the course of the day. 4th level spell. Mostly so that is isn’t sharing a spell level with the thematically similar magic circle and glyph of warding. We also made it fixed rather than mobile (for now), cleaned up the language, decreased the damage elements, and beefed up the scaling benefits. I’m...not certain it should be concentration, but I also think they put concentration on too many spells, so I’ll probably leave it unless we start removing it from phb spells. You place a silver torc on the ground at your feet. As you complete the spell the torc spins in place, eventually stopping with the open aperture pointing north. The torc then splits into 4 parts, and grows into ethereal circles surrounding you inches above the ground, each circle's aperture facing a different compass point, creating a deceptively simple circular maze in the air. For the duration of the spell, you and your allies are protected by an ethereal maze of arcane energy. The maze is a 10-foot-radius, 20-foot-tall cylinder centered on a point you choose within range, and creates the following effects while the spell is active. You designate any number of creatures, types of creatures, or an identifier or pass-phrase a creature can speak, which determines who is protected by the maze. You and such designated creatures gain a +1 bonus to AC, and 3d6+3 temporary hit points if they are within the maze when the spell is cast, or the first time they enter the maze during the spell's duration. Any time a creature not designated by you begins their turn inside the maze, or targets a creature inside the maze with a magical ability, the attacker must succeed on an intelligence saving throw or be stunned until the end of their next turn. While the spell is active, you can use one of the following actions. [LIST] [*]When any creature within the maze takes acid, cold, fire, thunder, lightning, or force damage, you can use a reaction to grant designated creatures in the maze resistance to that damage type until the end of their next turn, and 1d6 extra damage of the same type as a bonus on their next damage roll. [*]You can use a bonus action to grant all creatures within the maze gain 2d6+3 temporary hit points. [*]You can use your action to cause all creatures stunned by the maze within 60ft that you can see to believe they are imperiled within the maze. Each target must succeed on an intelligence saving throw. If they fail, on their next turn they must take the Dash Action and move their full speed in a random direction. If they move at least 10 ft and further movement is blocked by another creature, or an object or solid surface, they and the creature or object they run into take damage equal to 1d6 for every 10 ft that they move before the impact (maximum 3d6). [/LIST] [I][B]At higher levels.[/B][/I] When you cast this spell at 5th level or higher, the temporary hit point values increase by 1d6+1, and the radius increases by 5 ft, for each spell level above 3rd. [/QUOTE]
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