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*Pathfinder & Starfinder
Immediate-action Spell - Revised and Now Named "Kelleris's Antecedent Assailment"
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<blockquote data-quote="Chorn" data-source="post: 2229363" data-attributes="member: 11849"><p>Should be obvious no? Nonstandard casting time aside, it's still a regular spell and subject to all the same limitations. Can't cast something if you don't have it prepared or have a slot free to cast it now can you?</p><p></p><p></p><p>They count as your swift action for the turn, and you can only perform one swift action per turn. So no cheating out extra blasts that you cannot hope to finish, err start, or something. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f615.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":confused:" title="Confused :confused:" data-smilie="5"data-shortname=":confused:" /> </p><p> </p><p></p><p>I think I see where you're going with the first part. Normally putting something like <em>feather fall</em> on a wand defeats the purpose of the spell since it takes at least a standard action to use the wand. Kelleris's original draft had a "normal" casting time of one immediate action, but it has since been revised to one standard action. This should circumvent any problems with casting times on items in my opinion. You use your item as a standard action and the effect occurs, but the effect already occured due to the nature of the spell.</p><p></p><p>I'm not quite sure what the problem would be if another party member has an item. Are you asking how to resolve multiple effects? It should be a simple first in, first out the way I see it.</p><p> </p><p></p><p>Good catch! The description needs some text stating that the stun works on all creatures regardless of immunities or construct/undead Fortitude immunity due to its nature. Should be obvious that no one is immune to the ravages of Time and paradox but it should be explicitly noted.</p><p></p><p>Then again, there are those who might or should be immune from temporal paradox. People like the Doctor, temporal beasties, chronomancers like myself, and dumb as dirt Time travelers in Hollywood movies. <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></p><p>The target shouldn't be healed by moving into an anti-magic field or dead magic zone. The damage is instantaneous, and the paradox correction hasn't happened yet. In my opinion, the correction should probably be suppressed if the target is in the field for the real version, but still occur for the Chorn version. As soon as the target is no longer in the field, the correction will occur, which could possibly lead to some hilarious situations if he was stuck uncorrected for years inside a dead magic zone. My argument for immediate correction on the Chorn version is the safety based flavor of the variant. Don't mess with Time anymore than you need to and let Time autocorrect the rest.</p><p></p><p>My opinion differs slightly on the backlash effect on the caster. Suppressing the stun feels too much like a cheat even though the caster is arguably weaker staying inside since he loses spell ability.</p><p></p><p></p><p>Seconded. Since you could argue that technically it was cast when it was counterspelled, so you were not "unable" to cast it.</p><p> </p><p></p><p>It probably is a minor one. But as with all spells coded using Chronosoft's new VisualChronomancy Time.8, Kelleris's Antecedent Assailment should include their revolutionary Paradox AutoCorrect feature that will automagically clean up small paradox collisions in the spell without destroying the fabric of space-Time! Don't forget to try Chronosoft's new nuTARDIS time machine wax. Buff out those nicks and scratches on your time machine today!</p><p></p><p>*Note: Chronosoft is not responsible for any hologram malfunctions that may occur while using this product.</p><p></p><p> <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p></p><p>Yeah it should just be handwaved away. Too much trouble having to keep track of where you were last round and also factor in involuntary movement, feats, and other variables.</p><p></p><p></p><p>Negative. Quickened spells are also swift actions. It kind of fits the general flavor of the spell to break the limit, but it would be too powerful. An epic level version might be a more appropriate power level for such an effect.</p></blockquote><p></p>
[QUOTE="Chorn, post: 2229363, member: 11849"] Should be obvious no? Nonstandard casting time aside, it's still a regular spell and subject to all the same limitations. Can't cast something if you don't have it prepared or have a slot free to cast it now can you? They count as your swift action for the turn, and you can only perform one swift action per turn. So no cheating out extra blasts that you cannot hope to finish, err start, or something. :confused: I think I see where you're going with the first part. Normally putting something like [I]feather fall[/I] on a wand defeats the purpose of the spell since it takes at least a standard action to use the wand. Kelleris's original draft had a "normal" casting time of one immediate action, but it has since been revised to one standard action. This should circumvent any problems with casting times on items in my opinion. You use your item as a standard action and the effect occurs, but the effect already occured due to the nature of the spell. I'm not quite sure what the problem would be if another party member has an item. Are you asking how to resolve multiple effects? It should be a simple first in, first out the way I see it. Good catch! The description needs some text stating that the stun works on all creatures regardless of immunities or construct/undead Fortitude immunity due to its nature. Should be obvious that no one is immune to the ravages of Time and paradox but it should be explicitly noted. Then again, there are those who might or should be immune from temporal paradox. People like the Doctor, temporal beasties, chronomancers like myself, and dumb as dirt Time travelers in Hollywood movies. :) The target shouldn't be healed by moving into an anti-magic field or dead magic zone. The damage is instantaneous, and the paradox correction hasn't happened yet. In my opinion, the correction should probably be suppressed if the target is in the field for the real version, but still occur for the Chorn version. As soon as the target is no longer in the field, the correction will occur, which could possibly lead to some hilarious situations if he was stuck uncorrected for years inside a dead magic zone. My argument for immediate correction on the Chorn version is the safety based flavor of the variant. Don't mess with Time anymore than you need to and let Time autocorrect the rest. My opinion differs slightly on the backlash effect on the caster. Suppressing the stun feels too much like a cheat even though the caster is arguably weaker staying inside since he loses spell ability. Seconded. Since you could argue that technically it was cast when it was counterspelled, so you were not "unable" to cast it. It probably is a minor one. But as with all spells coded using Chronosoft's new VisualChronomancy Time.8, Kelleris's Antecedent Assailment should include their revolutionary Paradox AutoCorrect feature that will automagically clean up small paradox collisions in the spell without destroying the fabric of space-Time! Don't forget to try Chronosoft's new nuTARDIS time machine wax. Buff out those nicks and scratches on your time machine today! *Note: Chronosoft is not responsible for any hologram malfunctions that may occur while using this product. :D Yeah it should just be handwaved away. Too much trouble having to keep track of where you were last round and also factor in involuntary movement, feats, and other variables. Negative. Quickened spells are also swift actions. It kind of fits the general flavor of the spell to break the limit, but it would be too powerful. An epic level version might be a more appropriate power level for such an effect. [/QUOTE]
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Immediate-action Spell - Revised and Now Named "Kelleris's Antecedent Assailment"
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