NoXFeR's Awesome Presence

-Eä-

First Post
Greetings! I am considering researching a spell with my current character, and before I do so, I want to get sure that the spell is OK formulated and has an OK power level.


NoXFeR's Awesome Presence
Transmutation
Level: Wiz 3
Components: V, S, M
Casting Time: 1 action
Range: Self
Effect: Personality affects Enchantment Spells
Duration: 1 hour/level
Saving Throw: None
Spell Resistance: No

Some people pursue not only the way of bettering one's spell with extensive study, but instead they use their personality directly when casting spells. NoXFeR once decided that more research was needed in this area, so she decided on exploring how to use her personality when, for instance, charming people. Through her studies, she discovered this spell, which allowed her to stengthen her enchantments. She, found, however, that the spells she could affect through this had to be a "personality" spell, one which affected the other's mind in some way.

Spell Effect: This spell allows a spellcaster to add his charisma modifier to his save DC for spells coming from the enchantment school on top on all other modifiers (This is a competence bonus). Additionally, the charisma modifier is added to the caster level of the spells cast from the enchantment school. This does NOT affect spells per day or spells known, only duration and spell penetration issues.

Ie. A level wizard with Int 16 and Cha 16, throws first NoXFeR's Awesome Presence. Then she casts Hold Person. The DC of resisting Hold Person would then be 10+3 (Spell Level) +3 (Int Mod) +3 (Cha Mod) =19. The spell would last for 5+3 (Cha Mod) rounds, and she would throw 1d20+5+3 (Cha Mod) for penetrating Spell Resistance.



Suggestions for improvements?
 

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Try this example: A sorcer with Cha 26 throws NAP. Shazam, +10 DC, +10 effective caster level.

Paladin: I shall smite thee, fowl–
EEEVIL Sorc: --casts quickened NAP, Dominate Monster--
Paladin: (in monotone) must go kill things cause master says so . . .

You see, if this ever gets into your GM's hands, you're pretty much screwed. This makes a Sorc with superhigh Charisma unstoppable.

BTW, what is NoXFeR?
 

I presume NoXFer is the name of the character in question.

Personally, if any of my players tried to give their players a mixed-capitalization name like that I'd throw the dice at them. :D
 

Jeph: In all fairness, this is a Wiz only- not Sor/Wiz. I presume that this is a specific foible to your theory.

Nevertheless, I am skeptical. Enchanters tend to have decent Charismas, due to the character archetype. With a few Charisma buffing spells, this can effectively turn into a very powerful DC booster, especially given the duration. It's far too powerful as written.
 

Al said:
Jeph: In all fairness, this is a Wiz only- not Sor/Wiz. I presume that this is a specific foible to your theory.

Nevertheless, I am skeptical. Enchanters tend to have decent Charismas, due to the character archetype. With a few Charisma buffing spells, this can effectively turn into a very powerful DC booster, especially given the duration. It's far too powerful as written.


Suggestions for "improvements"? Clarifications? Is it ok if the spell level is 4?

As a side note, we are not allowed to have spells that boost mental abilities in our campaign, and we only use the three core rules books. Also, there aren't that many enchantment spells in the PHB per level.

I would really like to have this spells, as it fits my character perfectly, so some feedback on how the spell should be changed, rules clarifications will be appreciated.
 

I'd say try making it a level 5 spell that has a duration of 1 round per level.

I still think that would be on the heavy side of abusable/over-powered ability, but might work out ok.

If you are in a high-powered game, I think my suggestion would work out fine, as I am sure the fighters in the party will have silly abilities by that level. However, in an attempt at a balanced campaign, this spell may just be too powerful.

For true balance, make it a 5th level spell that has a duration of 1 round per level. Once this is in place, any spell buffered by it must be done at a higher cost. I would say sacrifice an additional prepared spell of the same level or one level lower than the spell you are enhancing. I think this adjustment would make it balanced, as you are blowing one 5th level spell to start using this ability and then must double-up on spells affected by it.
 

Consider too that a similar DC pumping spell designed by Monte Cook is 4rth level for a mere +2 to DC's...and that only affects the next single spell cast too.

With the myriad options for DC raising available to spellcasters, and the often dire results of failing a save, effects that boost DC's are deceptively powerful.
 
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cooper3046 said:
I'd say try making it a level 5 spell that has a duration of 1 round per level.

I still think that would be on the heavy side of abusable/over-powered ability, but might work out ok.

If you are in a high-powered game, I think my suggestion would work out fine, as I am sure the fighters in the party will have silly abilities by that level. However, in an attempt at a balanced campaign, this spell may just be too powerful.

For true balance, make it a 5th level spell that has a duration of 1 round per level. Once this is in place, any spell buffered by it must be done at a higher cost. I would say sacrifice an additional prepared spell of the same level or one level lower than the spell you are enhancing. I think this adjustment would make it balanced, as you are blowing one 5th level spell to start using this ability and then must double-up on spells affected by it.

No sane wizard would use such a power! There already exist many more powerful powers if you are using non-core rules. Say, Fox's Cunning would be more efficient on average, as it affects ALL spells, not only enchantments...

The reason why I want this spell, is that it really fits my character concept.
 

Shayuri said:
Consider too that a similar DC pumping spell designed by Monte Cook is 4rth level for a mere +2 to DC's...and that only affects the next single spell cast too.

With the myriad options for DC raising available to spellcasters, and the often dire results of failing a save, effects that boost DC's are deceptively powerful.


As I have said before: We use ONLY the Core Rules. We do, in fact, use only parts of them as well. Paladins, Barbarians, Dwarves, Elves and many other aspects are not allowed either. Spell Research is allowed, but try to keep the fact that in other material there are spells that may pump the DCs of spells up. Wile they are there, these are not Core Rules.
 

-Eä- said:


No sane wizard would use such a power!

If you had a 20 Charisma it would give you a +5 to your DC's, duration, and spell penetration!?!?! That is incredibly powerful. Sure, your character might not have a 20 Charisma, but you have to think about it. Toss in a Cloak of Charisma +6 and a Tome of Leadership +5. Enchanter starts with 16 Cha, adds Cloak to 22, and Tome to 27. He tosses in one level boost to even it out at 28. With the use of this spell, he increases the DC's of his spells by 9 and penetrates 9 better. That means he can land spells on creatures of his level with spell resistance with no chance of failure. His spell DC's creep up into the upper 20's if he has a good intelligence as well.

You have to look at how someone could best use a spell to determine its true effectiveness. Just because you would not try to squeeze every ounce out of the spell, does not mean it is any less powerful.

Assume the wizard from my example also has a 22 Intelligence from his adventures and items. That's another +6 to DC's. His 1st level spells would have a DC of 26, all the way to 34 for 9th level spells.

If your spell had no effect on duration or penetration, it would be far more reasonable. There is just too much in this spell and it can be worked too easily into a game-breaking power.
 

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