MY BRAND NEW SPELL!!! (opinions required...)

.= All changes made since the original post


(Dilreen’s) Disorientation
Evocation (Sonic)
Level: Brd 3, Sor/Wiz 3
Components: S,M
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2levels)
Target: A 20-ft.-radius emanation centered on a creature, object, or point in space; see text
Duration: 1 minute/level (D)
Saving throw: Will negates or none (object), Fortitude negates; see text
Spell Resistance: Yes or no (object)

You evoke magical infrasonic/ultrasonic waves that emanate from the point of origin and permeate throughout the entire area of effect of the spell. Unlike a normal emanation and much like a spread, the infrasonic/ultrasonic waves affect creatures with total cover as long as they are otherwise exposed and inside the area of effect. The spell penetrates liquids and barriers (in form of micro-vibrations), but 1-foot of stone, 1 inch of common metal and 3 feet of wood or dirt blocks it.
Regarding ordinary (humanlike) senses, the waves are invisible to normal vision, undetectable to touch when traveling through matter, and almost completely silent to hearing, except for a high-pitched noise in the ears of the subjects found in the area of effect (as if their ears were ringing). As far as ordinary smell is concerned, the magical waves produce the strong odor of sulfur used in the casting of the spell, which is intense enough so as to be automatically detectable within the area of effect, but nonexistent beyond that range.
Due to the piercing high-pitched noise and the nauseating odor of sulfur, all creatures able to hear and/or smell normally (humanlike senses), must succeed on a Fortitude save or suffer a -1 penalty on attack rolls, skill checks, and ability checks while in the area of the effect (re-entering the area requires a new saving throw).
In addition to the above minor effect, special sensory abilities (dependant on echolocation, keen hearing, sensitivity to vibrations, acute scent) such as Blindsight, Blindsense, Tremorsense and Scent, are completely disabled (no saving throw required) within the confines of the spell’s area of effect (No mater if they derive from innate special abilities [(Ex), (Su), (Sp)], or actual spells). Creatures relying solely on the above mentoned special abilities are effectively blinded (Just as a human relying solely on his vision would be, if found in an area of complete light). In opposition to complete darkness and much like a blinding light, the waves affect creatures with the above-mentioned sensory abilities not by blocking input, but by providing so much information so that they cannot discern differentiations in the environment affected by the spell. Such a creature outside the spell's area of effect and whose abilities can reach the affected space, perceives a sphere abundant of information (just as a human looks upon a sphere of complete white light). These sort of special sensory abilities permit creatures (provided they are outside the spell’s area of effect) to detect everything else normally beyond the spell’s area, be that even behind the magical sphere (without line of sight), provided the abilities can cover the distance. Creatures caught in the spell that do not rely solely on the above-mentioned abilities can use ordinary (humanlike) senses normally, are not blinded, being only deprived of their special senses. The -1 penalty affects also all creatures with one or more of the above-mentioned abilities (Fortitude save required).
The spell can be cast on a point in space, but the effect is stationary unless cast on a mobile object. The spell can be centered on a creature, and the effect then radiates from the creature and moves as it moves. An unwilling creature can attempt a Will save to negate the spell and can use spell resistance, if any.
Silence counters or dispels Disorientation. Disorientation has no effect when cast in a Silenced area.
Material Component: A pinch of dust comprised of sulfur, hair from a bat’s ear, a spider’s leg and a rat’s nostrils spread in the air.


-I abandoned the idea of having the radius increase according to level. The radius is now fixed at 20ft. (as Silence and Blacklight)

-I settled with Sor/Wiz 3. (As Blacklight)

-I cleared up all interaction with Silence

-I'm having some (small) second thoughts on duration.... should it go down to round/level??
 

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I'd rather see it a spell that once cast on the caster would allow the caster to, once per round as an immediate action attempt to project some sort of ultrasonic whisper at the target that would have the prescribed disorienting effect for the round.


As in "Dilreen's Disorienting Dialogue"
Once per round as an immediate action you may convert your speech into ultrasonic whispers that disorient X (as described above), except that it'd be single target.
 
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I'd rather see it a spell that once cast on the caster would allow the caster to, once per round as an immediate action attempt to project some sort of ultrasonic whisper at the target that would have the prescribed disorienting effect for the round.


As in "Dilreen's Disorienting Dialogue"
Once per round as an immediate action you may convert your speech into ultrasonic whispers that disorient X (as described above), except that it'd be single target.

As far as i understand, you've abandoned your attempts to prove how broken the spell is. You clearly evaded all posts answering to your claims, and now you come with a new proposition.

Ok... lets say i play along.

First things first: Easier said than done

I'd be very happy to see your entire proposition thrown in this thread, not just a one-liner about some immediate-action and a whisper.

1 - Define: "effect for the round" (until when? ...the beginning of the next turn? ...for the duration of the target's round? ...for the duration of the caster's round? until the target's/caster's next turn?)

2 - Define: "attempt to project" (is that a save? a ranged touch attack maybe?)

3 - Does your "ultrasonic whisper" negate tremorsense and scent as well? If so how does that make cense?

First you provide an explicit proposition, ...so that we can figure out how the spell plays out in an encounter ...so that we can compare it to other spells ...and then we 'll talk.
 

As far as i understand, you've abandoned your attempts to prove how broken the spell is. You clearly evaded all posts answering to your claims, and now you come with a new proposition.

Ok... lets say i play along.

First things first: Easier said than done

I'd be very happy to see your entire proposition thrown in this thread, not just a one-liner about some immediate-action and a whisper.

1 - Define: "effect for the round" (until when? ...the beginning of the next turn? ...for the duration of the target's round? ...for the duration of the caster's round? until the target's/caster's next turn?)

2 - Define: "attempt to project" (is that a save? a ranged touch attack maybe?)

3 - Does your "ultrasonic whisper" negate tremorsense and scent as well? If so how does that make cense?

First you provide an explicit proposition, ...so that we can figure out how the spell plays out in an encounter ...so that we can compare it to other spells ...and then we 'll talk.



Can you be less of a prick? Don't like my posts? Fine. Don't read them. I'm not under any obligation to you or anyone else. I still think the spell is stupidly broken. Others disagree. Fine. i'm not going to argue against a mob. This is the internet, you may think it's srs business, but I don't. Becoming snotty over it doesn't do you, or me, any good. So kindly back the :):):):) off.
 

Can you be less of a prick? Don't like my posts? Fine. Don't read them. I'm not under any obligation to you or anyone else. I still think the spell is stupidly broken. Others disagree. Fine. i'm not going to argue against a mob. This is the internet, you may think it's srs business, but I don't. Becoming snotty over it doesn't do you, or me, any good. So kindly back the :):):):) off.

Dude, your arguments as to how the spell is broken are killing me...:cool:
 

Well... the "incredible breakdown" as you call it has failed up until now to prove how this spell is more powerful (or even equally powerful... if i may) when compared to some other spells of similar levels (2nd, 3rd), especially in respect to how situational it is. (I'm not sure if you've read all the answers to the people who claim it is broken). I honestly have no intention of introducing a broken spell in my game. It has always "nudged" me how those special sensory abilities could not be countered in some effective way... so that's how i came up with the idea. IMO, your suggestion of "toning it down a bit" would render this very situational spell weaker to the point where it would not be appealing.
To be more precise... if i had chosen to unbuff their attacks by a "negative to hit" as you say, what crazy player would have chosen to use my spell instead of Stinking Cloud, which not only affects all living creatures but also negates all standard and full-round actions?
Even this "negative to hit" without a saving throw seems weaker in comparison to a spell that takes away standard actions with a save.... even if my spell affected all living creatures!

...with a "negative to hit", the spell would be just another attack-roll-unbuffer, targeted at a very very small population of the Monster Manuals. Not very interesting nor appealing IMO.

I hope I didn't sound rude here... I'm merely standing on the side of my creation...:p

Thanks you for your kind words on the research...



I think i've heard/read somewhere that it was some copyright issue... not sure though...
its not that it was too powerfulll but to, specific and I agree I dont have a wiz that would waste a spot for it no mater the level (like it is that is) I have to agree to disagree here as several of the comments spotted flaws in the execution of the spell. but you just wanted comment... call this given...

and yea it sounded rude... cant help that... typing never gets the point over the same way than talking.... happens alot.... flamewars start over

anyway good luck with it.
 

but think the secondary is a bit much after reading the incredible break down by the rule gods

its not that it was too powerfulll but to, specific and I agree I dont have a wiz that would waste a spot for it no mater the level

Well in your previous post you used the words "too much"... that's why i started defending how the spell is not overpowered IMO...

and yea it sounded rude... cant help that... typing never gets the point over the same way than talking.... happens alot.... flamewars start over

I apologize for that, i was just trying to explain how IMO the "negative to hit" would change the spell into a less appealing spell... No mean to disrespect your opinion, honestly... Thanks again.
 
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Dude, your arguments as to how the spell is broken are killing me...:cool:
Welcome to my life.

Can you be less of a prick? Don't like my posts? Fine. Don't read them. I'm not under any obligation to you or anyone else. I still think the spell is stupidly broken. Others disagree. Fine. i'm not going to argue against a mob. This is the internet, you may think it's srs business, but I don't. Becoming snotty over it doesn't do you, or me, any good. So kindly back the :):):):) off.
I would love to know why you think the spells is stupidly broken. You mentioned that you thought it was unbalanced because it could take out an CR 19 Century Worm, but Grease can pwn a CR 16 Greater Stone Golem easily.

I see it as less an issue of the spell being overpowered as some monsters being really badly designed.
 

So... this thread has been up for a few days now...

Considering the arguments, opinions and changes made... i think that the spell has finally reached its maturity...

any more objections? opinions?... served with arguments that is...

objections like "the spell is stupidly broken!" (without anything concrete to support that) are not "really" welcome...:p
 

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