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<blockquote data-quote="The_Warlock" data-source="post: 1736924" data-attributes="member: 21215"><p>Interesting spell...</p><p></p><p>I stick with mithral - all around, it's a cheaper component for a 6th level spell, but still costly, and the hardness is good, without being overwhelming.</p><p></p><p>Keep it at 6th for 1 hour/level or make it 5th at 1 or 10 minutes per/level (ie, a 6th level version is a daily prep version, a 5th level version is "Where did that pit fiend come from" version).</p><p></p><p>To be precise, the shield doesn't have damage reduction - it has hardness. Make sure that is spelled out in the text of the spell - certain attacks or energy types ignore or reduce the effectiveness of hardness of an item - adamantine for instance. Thus this spell, like stoneskin, is fantastic right up until a guy with an adamantite sword or some unique creature ability walks up and attacks - half the damage is transfered to the shield - but if the damage from the attack type ignores hardness, you can have it ignore the shield's hardness. This is a more consistent implementation, and gives you the DM a way to have NPCs interact intelligently and strategically against the mage in question. </p><p></p><p>I agree with the concept that stoneskin, if in effect, would apply first.</p><p></p><p>Generally people don't wear a shield on their back - they carry it off their backpack (I've worn a shield on my back - unconfortable, and my arms were restricted from full movement). So, either he needs to change the spell to carry the shield on their person (ie, not in an extradimensional space) or wear it - and the proper way to wear a shield is on one's arm - thus suffering the arcane casting penalties. If he wants to "wear" it incorrectly (ie, on his back) he should still suffer the penalties since it will interfere with his movement.</p><p></p><p>I'd probably also state that this spell cannot be in effect at the same time as Shield Other, or any other beneficial damage transference spell, and that only the highest level one remains in effect (if only to avoid a potential HP bookkeeping nightmare of who suffers what hit points in which order).</p><p></p><p>The spell states that the shield can be repaired. One thing to think about is, are there spells in your campaign that repair objects hit point totals (a la -repair minor/light/etc damage- from the 3.0 Tome and Blood splatbook). Because then, repairing the shield costs NOTHING but any spell components for the repair spell. Welcome to the cheap, endless loop of repair, unless the shield loses all hit points - at which point, you have your cleric cast Make Whole on the chunks, and the shield is good as new. So, repair costs are not a limiting factor for this spell if the characters are already of high enough level to cast item repair spells. At the very least, the shield should not be repairable while the damage transference spell is in effect. If you "heal" the shield of it's current damage, the damage transference spell immediately ends.</p><p></p><p>></p><p>Make Whole</p><p>Transmutation</p><p>Level: Clr 2</p><p>Casting Time: 1 standard action</p><p>Range: Close (25 ft. + 5 ft./2 levels)</p><p>Target: One object of up to 10 cu. ft./ level</p><p>This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs).</p><p>></p><p></p><p>Given that "physical" attacks hardly ever warp, burn, disintegrate, grind to powder, melt or vaporize - your mage never needs to spend money after purchasing his first shield simply due to the damage absorption of this spell. </p><p></p><p>Also, you should be very clear on "physical" attacks. It might be better to reference the stoneskin spell with its "stabs, cuts,..." definition, so that he doesn't finagle the concept of "well acid is defined as an energy but really it's a physical substance and so it's doing physical damage to me, so I should be able to have the shield soak the damage from Melf's Acid Arrow - and if I can do that, I should be able to have it soak other acid spells - and hey, acid spittle and breath weapons...etc, etc, etc."</p><p></p><p>That's all I can think of at the moment...</p><p></p><p>The One Warlock</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 1736924, member: 21215"] Interesting spell... I stick with mithral - all around, it's a cheaper component for a 6th level spell, but still costly, and the hardness is good, without being overwhelming. Keep it at 6th for 1 hour/level or make it 5th at 1 or 10 minutes per/level (ie, a 6th level version is a daily prep version, a 5th level version is "Where did that pit fiend come from" version). To be precise, the shield doesn't have damage reduction - it has hardness. Make sure that is spelled out in the text of the spell - certain attacks or energy types ignore or reduce the effectiveness of hardness of an item - adamantine for instance. Thus this spell, like stoneskin, is fantastic right up until a guy with an adamantite sword or some unique creature ability walks up and attacks - half the damage is transfered to the shield - but if the damage from the attack type ignores hardness, you can have it ignore the shield's hardness. This is a more consistent implementation, and gives you the DM a way to have NPCs interact intelligently and strategically against the mage in question. I agree with the concept that stoneskin, if in effect, would apply first. Generally people don't wear a shield on their back - they carry it off their backpack (I've worn a shield on my back - unconfortable, and my arms were restricted from full movement). So, either he needs to change the spell to carry the shield on their person (ie, not in an extradimensional space) or wear it - and the proper way to wear a shield is on one's arm - thus suffering the arcane casting penalties. If he wants to "wear" it incorrectly (ie, on his back) he should still suffer the penalties since it will interfere with his movement. I'd probably also state that this spell cannot be in effect at the same time as Shield Other, or any other beneficial damage transference spell, and that only the highest level one remains in effect (if only to avoid a potential HP bookkeeping nightmare of who suffers what hit points in which order). The spell states that the shield can be repaired. One thing to think about is, are there spells in your campaign that repair objects hit point totals (a la -repair minor/light/etc damage- from the 3.0 Tome and Blood splatbook). Because then, repairing the shield costs NOTHING but any spell components for the repair spell. Welcome to the cheap, endless loop of repair, unless the shield loses all hit points - at which point, you have your cleric cast Make Whole on the chunks, and the shield is good as new. So, repair costs are not a limiting factor for this spell if the characters are already of high enough level to cast item repair spells. At the very least, the shield should not be repairable while the damage transference spell is in effect. If you "heal" the shield of it's current damage, the damage transference spell immediately ends. > Make Whole Transmutation Level: Clr 2 Casting Time: 1 standard action Range: Close (25 ft. + 5 ft./2 levels) Target: One object of up to 10 cu. ft./ level This spell functions like mending, except that make whole completely repairs an object made of any substance, even one with multiple breaks, to be as strong as new. The spell does not restore the magical abilities of a broken magic item made whole, and it cannot mend broken magic rods, staffs, or wands. The spell does not repair items that have been warped, burned, disintegrated, ground to powder, melted, or vaporized, nor does it affect creatures (including constructs). > Given that "physical" attacks hardly ever warp, burn, disintegrate, grind to powder, melt or vaporize - your mage never needs to spend money after purchasing his first shield simply due to the damage absorption of this spell. Also, you should be very clear on "physical" attacks. It might be better to reference the stoneskin spell with its "stabs, cuts,..." definition, so that he doesn't finagle the concept of "well acid is defined as an energy but really it's a physical substance and so it's doing physical damage to me, so I should be able to have the shield soak the damage from Melf's Acid Arrow - and if I can do that, I should be able to have it soak other acid spells - and hey, acid spittle and breath weapons...etc, etc, etc." That's all I can think of at the moment... The One Warlock [/QUOTE]
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