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New spell... what level or tweaks?
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<blockquote data-quote="random user" data-source="post: 2233544" data-attributes="member: 16581"><p>I created a custom spell (well spell-like ability actually) to use against my players, but thought it might work as a spell as well (or it might not... which is why I'm posting).</p><p></p><p>I have no idea what level the spell should be, however. Any opinions on that would be welcome. Also, if anyone has any thought on tweaks, those would be welcome too. I'm not sure it will actually be viable as a spell, but it certainly was useful to throw against my players since they had no idea what it would do.</p><p></p><p>This took place on a tundra. Converted to a spell, I would allow it to be organic as well as ice.</p><p></p><p> </p><p>Frozen Vines</p><p></p><p>The target area of this spell must be a 15' by 15' square. If any creature larger than size tiny is in this area when the spell is cast, the spell fails. Targets size tiny and smaller are affected as by a wall of ice. The caster may choose any number of targets to be unaffected by the vines when casting the spell. The vines will attack all other targets if they are within range.</p><p></p><p>Upon spell completion, a pillar of ice and vines (similar to appearance as a roper) forms. The vines have a reach of 10' and have unlimited attacks of opportunity (though only one against each creature for each action). The next round vines will attempt to trip any and all persons within reach with discernable legs, or simply attack if there appear to be no legs. The vine structure is rooted in place.</p><p></p><p>The vine structure has: AC: 15 (all natural), HP:40, BAB +15, trip +23 (15 BAB, 4 for large size, 4 for unusually stable), damage: 2d6 cold damage, immune to cold, magical fire destroys immediately.</p><p></p><p></p><p>Because my players didn't know the stats on them, they were fairly effective, tripping several people and doing some damage before they were destroyed. However, I feel that against players who know the stats, it has a number of contradictions which make it less effective... </p><p></p><p>It has a high base attack, which suggests it should be high level; however it has low ac and hp which make it easy to kill, and it deals out little damage. One thought is to make it a series (like Bigby's) where it grows stronger over time. For example, the high level version should probably not have a round delay in between creation and first attack.</p><p></p><p>Any thoughts or tweaks?</p><p></p><p>(And in case you were wondering, the idea for this spell stemmed from the totems that shaman use in World of Warcraft.)</p></blockquote><p></p>
[QUOTE="random user, post: 2233544, member: 16581"] I created a custom spell (well spell-like ability actually) to use against my players, but thought it might work as a spell as well (or it might not... which is why I'm posting). I have no idea what level the spell should be, however. Any opinions on that would be welcome. Also, if anyone has any thought on tweaks, those would be welcome too. I'm not sure it will actually be viable as a spell, but it certainly was useful to throw against my players since they had no idea what it would do. This took place on a tundra. Converted to a spell, I would allow it to be organic as well as ice. Frozen Vines The target area of this spell must be a 15' by 15' square. If any creature larger than size tiny is in this area when the spell is cast, the spell fails. Targets size tiny and smaller are affected as by a wall of ice. The caster may choose any number of targets to be unaffected by the vines when casting the spell. The vines will attack all other targets if they are within range. Upon spell completion, a pillar of ice and vines (similar to appearance as a roper) forms. The vines have a reach of 10' and have unlimited attacks of opportunity (though only one against each creature for each action). The next round vines will attempt to trip any and all persons within reach with discernable legs, or simply attack if there appear to be no legs. The vine structure is rooted in place. The vine structure has: AC: 15 (all natural), HP:40, BAB +15, trip +23 (15 BAB, 4 for large size, 4 for unusually stable), damage: 2d6 cold damage, immune to cold, magical fire destroys immediately. Because my players didn't know the stats on them, they were fairly effective, tripping several people and doing some damage before they were destroyed. However, I feel that against players who know the stats, it has a number of contradictions which make it less effective... It has a high base attack, which suggests it should be high level; however it has low ac and hp which make it easy to kill, and it deals out little damage. One thought is to make it a series (like Bigby's) where it grows stronger over time. For example, the high level version should probably not have a round delay in between creation and first attack. Any thoughts or tweaks? (And in case you were wondering, the idea for this spell stemmed from the totems that shaman use in World of Warcraft.) [/QUOTE]
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New spell... what level or tweaks?
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