New spell - Blend the Insides

Does the spell look balanced?

  • Overpowered

    Votes: 4 33.3%
  • Underpowered

    Votes: 0 0.0%
  • Looks Balanced

    Votes: 8 66.7%

EOL said:

Perhaps, but your point seems to be that you would make it a third level spell and that it's as powerful defensively as something like displacement, which it is clearly not.

I am not sure *what* level I would assign this spell. Your contention that the protective value is less than that of Displacement is arguable.

Tell me it is less valuable when the raging fighter-barbarian with the +3 Keen Great Axe & Improved Crit slams into you one good time.

Or that poor finesse fighter who relies on his superior crit range to actual dish out some decent damage fails to appreciably harm you.

Or when the Dragons come out to play that cant be crited on...
 
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But every spell has to be balanced against how often it is useful. The 0th level cleric spell Guidance if used to make a saving throw which would have otherwise been missed by one on a spell like Destruction, is under that very limited scenerio one of the nicest spells in the game.

By the same token yeah under the circumstances you describe this spell is very handy perhaps marginally more useful than displacement, but displacement is nearly always useful and should therefore be a more powerful spell.
 

EOL said:
But every spell has to be balanced against how often it is useful. The 0th level cleric spell Guidance if used to make a saving throw which would have otherwise been missed by one on a spell like Destruction, is under that very limited scenerio one of the nicest spells in the game.

By the same token yeah under the circumstances you describe this spell is very handy perhaps marginally more useful than displacement, but displacement is nearly always useful and should therefore be a more powerful spell.


You have a good point (even if your example is even more limited and contrived than my own were ;) )

How often this spell will come into play depends on how combat oriented your campaign is. It is also somewhat dependent upon the level of play. Crits come into play a great deal more often at higher levels, and Sneak Attacks are a real threat to a character of any level, this spell offers immunity to both.

I know it was the earlier contention that it does not negate SA, but that is ridiculous within the context of the rules. There is no instance where a creature that is immune to crits is vulerable to SA. This is because they rely on the same methodology to dish out the extra damage, hitting in a particularly vital area on the opponent.
 
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drowdude said:



You have a good point (even if your example is even more limited and contrived than my own were ;) )

I agree that was an extreme example, but sometimes that's what works best :D
 


I throw my vote in as it's okay.

The fact that is is only 1/round per level swayed me. I don't see this spell being taken until the spell caster is 5th level or so. I don't think I would cast this if it was only gonna last 2 rounds or so.

In fact, to make it more attractive I would make it 3 rounds + 1/level. That is still a second level spell IMO. I think this very comparable to endurance and cat's grace.

If you made it personnel only I would increase the duration even more.

I would predict the abuse of it would come in magic item creation.
Having a Ring of Inside Mushiness would be worthwhile and probably underpriced using the DMG magic item creation rule.

If you want it to be third level I would make it an hour per level or so.
 


drowdude said:
I know it was the earlier contention that it does not negate SA, but that is ridiculous within the context of the rules. There is no instance where a creature that is immune to crits is vulerable to SA. This is because they rely on the same methodology to dish out the extra damage, hitting in a particularly vital area on the opponent.

How do you explain the Fortification armor enhancement then? At maximum enhancement, 100%, it grants total immunity to critical hits, but ONLY critical hits. This spell just removes the chance that someone will get a lucky hit on you. With the fortification armor, a rogue can still SA you because she knows how to deal serious amounts of damage. This spell doesn't protect against that.

But don't ignore my question. How do you explain the Fortification armor enhancement? Thought so... :D
 

pontus said:
What are the consequences if you enter an antimagic field or are hit by a targeted dispel? Can't be pretty...

The spell fails. Nothing else happens. Why? Should something else happen? I figured that if you walk into an antimagic zone with mage armor and you don't explode, then...well...I think you get my point. :) Seriously though, the spell isn't painful or harmful to the subject at all. Just like all other spells, if it drops or is dispelled, you just revert to your normal form. Take the Fly spell for example: you don't drop like a rock, you fall a bit slowly for a little while.
 

kreynolds said:
With the fortification armor, a rogue can still SA you because she knows how to deal serious amounts of damage. This spell doesn't protect against that.

How do you figure that? In the DMG, on page 181, it ststes explicitly that crits and senak attacks are ignroed (if the chance is made). Plus, in the PH (page 47):
Any creature that is immune to critical hits is also not vulnerable to sneak attacks.
 

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