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Painfull, Sadistic spell... Read, Comment!!
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<blockquote data-quote="ARandomGod" data-source="post: 1674361" data-attributes="member: 17296"><p>It only does damage once, so those aren't great comparisons. I started with the base of magic missile and hideous laughter. The damage is merely a nod to the fact that the pain comes from actual physical torture. The actual effect is to remove actions for x amount of time. Although a fixed duration would be a good way to tone it down if it's decidedly too powerful, I hadn't thought of that as a method of toning it down. How many rounds would you think appropriate for a fourth level spell?</p><p></p><p>Now, as for the spawning of new carnivourous plants, that's the extra flavor that I meantioned at first, as being potentially too much for a printed spell (after all, what type of carnivourous plants?). That's all GM and campaign specific. But I don't think it's too much as a custom spell... which this would definitely be.</p><p></p><p>I really want comments on appropriate power levels for the spell, and suggested solutions. </p><p>(Once again I'll look into that fixed duration solution, there's no reason for it to last longer than seven rounds? Four rounds + caster's int mod? Five, ten?)</p><p></p><p>This weekend I decided to look again at slow, a third level spell. (This is currently listed as fourth, one level higher)</p><p></p><p>Slow= 1rd per level</p><p>This= 1 round per level... I'll change it to 7 rounds </p><p></p><p>Similiar effect (this effect is more powerful, I also agree that tasha's spell is practically and perhaps actually overpowered for it's level, and I originally based it off that, but this is two levels higher than tasha's), slow has will negates totally, but auto hits. Because slow's effect is totally based on the spell function. </p><p>On this a will save is needed to take an action, but nothing stops the spell... as it's a summon and monsterous effect more than a spell effect, the will save in needed to operate in spite of the pain. I also thought of making it a fort save instead of a will save, but a will save seems more spell appropriate to me (as nothing lessens the pain, but will let's you operate anyhow). This needs a to hit roll, because the effect isn't from the spell so much as from the vines. Although the spell obviously ports the vines to the target.</p><p></p><p>This does some minor damage, slow does none.</p><p></p><p>Slow affects three times as many targets</p><p></p><p>I can't look up the laughter spell from here (I don't see it in the SRD) I can't look up Melf's spell either. Heat is there... Not as related as slow.</p><p></p><p>I think I'll change it to seven rounds (as per heat metal) .</p><p>That should be more than enough time. I don't want to get rid of the spawning new plants though, although it's just fluff it has in campaign reasons to exist that way. I wouldn't have any problem lowering the damage to d2, as I said, the damage is just a nod to give the reason for the pain. I'll change the range to close as well. </p><p></p><p>What other suggestions do you (or others) have?</p></blockquote><p></p>
[QUOTE="ARandomGod, post: 1674361, member: 17296"] It only does damage once, so those aren't great comparisons. I started with the base of magic missile and hideous laughter. The damage is merely a nod to the fact that the pain comes from actual physical torture. The actual effect is to remove actions for x amount of time. Although a fixed duration would be a good way to tone it down if it's decidedly too powerful, I hadn't thought of that as a method of toning it down. How many rounds would you think appropriate for a fourth level spell? Now, as for the spawning of new carnivourous plants, that's the extra flavor that I meantioned at first, as being potentially too much for a printed spell (after all, what type of carnivourous plants?). That's all GM and campaign specific. But I don't think it's too much as a custom spell... which this would definitely be. I really want comments on appropriate power levels for the spell, and suggested solutions. (Once again I'll look into that fixed duration solution, there's no reason for it to last longer than seven rounds? Four rounds + caster's int mod? Five, ten?) This weekend I decided to look again at slow, a third level spell. (This is currently listed as fourth, one level higher) Slow= 1rd per level This= 1 round per level... I'll change it to 7 rounds Similiar effect (this effect is more powerful, I also agree that tasha's spell is practically and perhaps actually overpowered for it's level, and I originally based it off that, but this is two levels higher than tasha's), slow has will negates totally, but auto hits. Because slow's effect is totally based on the spell function. On this a will save is needed to take an action, but nothing stops the spell... as it's a summon and monsterous effect more than a spell effect, the will save in needed to operate in spite of the pain. I also thought of making it a fort save instead of a will save, but a will save seems more spell appropriate to me (as nothing lessens the pain, but will let's you operate anyhow). This needs a to hit roll, because the effect isn't from the spell so much as from the vines. Although the spell obviously ports the vines to the target. This does some minor damage, slow does none. Slow affects three times as many targets I can't look up the laughter spell from here (I don't see it in the SRD) I can't look up Melf's spell either. Heat is there... Not as related as slow. I think I'll change it to seven rounds (as per heat metal) . That should be more than enough time. I don't want to get rid of the spawning new plants though, although it's just fluff it has in campaign reasons to exist that way. I wouldn't have any problem lowering the damage to d2, as I said, the damage is just a nod to give the reason for the pain. I'll change the range to close as well. What other suggestions do you (or others) have? [/QUOTE]
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