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Review These Spells--Please
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<blockquote data-quote="Technik4" data-source="post: 1769177" data-attributes="member: 7211"><p>I think the duration is too long. If this were a character in my campaign I would accuse him of trying to negate the effect of point-buying a low strength on a spellcaster with a mere 1st level spell. Of course, at higher levels things like <em>bag of holdings, heward's handy haversacks, and portable holes</em> all become plentiful enough to negate such a low strength, but personally I think the spellcasters (and I'll say its probably a wizard because a sorcerer probably wouldnt waste a precious spell known on this) should have to tough it out. </p><p></p><p>If you have 3e I would try eyeballing it compared to <em>Reduce</em> or <em>Shrink Item</em>, it may very well be fine for a first level spell, it just bothers *me* (although a first level spell should never be able to last quite so long, a 20th level wizard could make something light for 2 and a half days...maybe try 1 hour/level).</p><p></p><p>I would change meditate to concentrate and it seems fine, although being merely a 0-level spell it should have some kind of max duration, probably 1 minute.</p><p></p><p></p><p>Wow, I have a lot of issues with this one. There are quite a lot of effects flying around, and that's fine considering its a 4th level spell, but some of them need to be reigned in. Deflection equal to caster level is way to much, I would set a flat deflection bonus that the finger-snakes can provide (). Also, its difficult to see which mode does what, so I would format the text a little cleaner - from what I can see:</p><p></p><p>Finger Snakes are defensive, adding a deflection bonus as well as a flat 20% miss chance. Furthermore, starting at 9th level you can gain the benefits of the Deflect Arrows feat, but you get a +10 bonus to your check and you can use the feat a number of times equal to your Dexterity modifier.</p><p></p><p>Snake Arms are more offensive, letting you attack with a BAB equal to your caster level for 1d6 piercing damage, and these are natural attacks so on a full-round attack you would get to attack with both of them. Furthermore, there are a bevy of cool bonuses you can get in this mode at 9th and higher levels.</p><p></p><p>The restrictions are that anything in your hands are non-operable, and you cannot cast spells with Somatic components while this spell is in effect.</p><p></p><p>OK, I think from the way I outlined this you can see some places where it is out of line. The defensive mode is far too powerful. I would nix the miss chance entirely and give a flat deflection bonus, say +3 deflection bonus to AC. For the extra ability I would say you have the full use of the Deflect Arrows feat, but do not get a +10 bonus to the roll (or as you say, the attack roll does not get a -10) and you may only use it 1/round.</p><p></p><p>For the other mode, I would place some heavier limitations. You are essentially making a Tenser's Transformation, with a defensive mode and easier-to-get-around spellcasting (many spells do not have somatic components). I think there is a spell in The Forgotten Realms Campaign Setting or perhaps Magic of Faerun called Snake Gout (or something) which lets a snake grow from your stomach. Try and get ahold of that to use as a comparison. For now, the spell is way out-of-bounds in many respects.</p><p></p><p>Seems OK, but "Crime" is still pretty vague.</p><p></p><p>This is a little strong for a 1st level spell. I would place it at least at 2nd, probably more of a 3rd level. Nauseating (I believe) enables Sneak Attacks, and this spell lasts 1 round/caster level. Furthermore the nausea lasts for 1 min./caster level (!). While a fortitude does negate it, it seems rather strong for a 1st level spell.</p><p></p><p>Well you give 2 differing area radii (40' and 50'). Further, this spell as a combat spell lasts way too long (should be 1 round/level). It is essentially a mass hold person, which is fine, but I would limit the area (a 40 foot radius has an 80 ft. diameter, which could potentially stun a large number of enemies). Further, differentiate between stunned, helpless, and paralyzed as they all have different meanings (for this I would stick with <em>Hold Person</em> and call it paralyze).</p><p></p><p>I'll check some more out tomorrow, I've got to run for now.</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1769177, member: 7211"] I think the duration is too long. If this were a character in my campaign I would accuse him of trying to negate the effect of point-buying a low strength on a spellcaster with a mere 1st level spell. Of course, at higher levels things like [i]bag of holdings, heward's handy haversacks, and portable holes[/i] all become plentiful enough to negate such a low strength, but personally I think the spellcasters (and I'll say its probably a wizard because a sorcerer probably wouldnt waste a precious spell known on this) should have to tough it out. If you have 3e I would try eyeballing it compared to [i]Reduce[/i] or [i]Shrink Item[/i], it may very well be fine for a first level spell, it just bothers *me* (although a first level spell should never be able to last quite so long, a 20th level wizard could make something light for 2 and a half days...maybe try 1 hour/level). I would change meditate to concentrate and it seems fine, although being merely a 0-level spell it should have some kind of max duration, probably 1 minute. Wow, I have a lot of issues with this one. There are quite a lot of effects flying around, and that's fine considering its a 4th level spell, but some of them need to be reigned in. Deflection equal to caster level is way to much, I would set a flat deflection bonus that the finger-snakes can provide (). Also, its difficult to see which mode does what, so I would format the text a little cleaner - from what I can see: Finger Snakes are defensive, adding a deflection bonus as well as a flat 20% miss chance. Furthermore, starting at 9th level you can gain the benefits of the Deflect Arrows feat, but you get a +10 bonus to your check and you can use the feat a number of times equal to your Dexterity modifier. Snake Arms are more offensive, letting you attack with a BAB equal to your caster level for 1d6 piercing damage, and these are natural attacks so on a full-round attack you would get to attack with both of them. Furthermore, there are a bevy of cool bonuses you can get in this mode at 9th and higher levels. The restrictions are that anything in your hands are non-operable, and you cannot cast spells with Somatic components while this spell is in effect. OK, I think from the way I outlined this you can see some places where it is out of line. The defensive mode is far too powerful. I would nix the miss chance entirely and give a flat deflection bonus, say +3 deflection bonus to AC. For the extra ability I would say you have the full use of the Deflect Arrows feat, but do not get a +10 bonus to the roll (or as you say, the attack roll does not get a -10) and you may only use it 1/round. For the other mode, I would place some heavier limitations. You are essentially making a Tenser's Transformation, with a defensive mode and easier-to-get-around spellcasting (many spells do not have somatic components). I think there is a spell in The Forgotten Realms Campaign Setting or perhaps Magic of Faerun called Snake Gout (or something) which lets a snake grow from your stomach. Try and get ahold of that to use as a comparison. For now, the spell is way out-of-bounds in many respects. Seems OK, but "Crime" is still pretty vague. This is a little strong for a 1st level spell. I would place it at least at 2nd, probably more of a 3rd level. Nauseating (I believe) enables Sneak Attacks, and this spell lasts 1 round/caster level. Furthermore the nausea lasts for 1 min./caster level (!). While a fortitude does negate it, it seems rather strong for a 1st level spell. Well you give 2 differing area radii (40' and 50'). Further, this spell as a combat spell lasts way too long (should be 1 round/level). It is essentially a mass hold person, which is fine, but I would limit the area (a 40 foot radius has an 80 ft. diameter, which could potentially stun a large number of enemies). Further, differentiate between stunned, helpless, and paralyzed as they all have different meanings (for this I would stick with [i]Hold Person[/i] and call it paralyze). I'll check some more out tomorrow, I've got to run for now. Technik [/QUOTE]
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