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Review These Spells--Please
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<blockquote data-quote="Technik4" data-source="post: 1770551" data-attributes="member: 7211"><p>This spell seems on the weak side. <em>Disguise Self</em> a first level wizard spell lets you do essentially the same thing, without the small bit of reconnaisance (you have to disguise yourself without knowing *what* to disguise yourself as). I would lower it to a 3rd level spell, and perhaps increase the duration to 1 hour/level.</p><p></p><p></p><p>There are many d20 spells like this, most of them don't last an additional 4 rounds (past the initial discharge) but that seems ok since the damage is low. I would change the damage per round to be based on caster level, so a 3rd level caster lasts 2 rounds, a 5th 3 rounds, up to 5 rounds at 9th level.</p><p></p><p>This is interesting but I would allow a Reflex save to dodge the snake, and then a fortitude to save against the poison. Reason being, a 7th level caster could cast this spell once a week and have some limited security to all his items (just use all your 2nd level slots for that day). Thats a lot of security for a small investment. I would allow the snake to automatically strike if the duration were set at 12 or perhaps 24 hours.</p><p></p><p></p><p>Basically my gripe is still with the duration, which makes it easy to guard all your things at high levels.</p><p></p><p>Pretty neat little ward. As some of my other critiques include, I think the duration is too long. Otherwise it seems reasonable for a 5th level spell.</p><p></p><p>Ugh, I hate spells which let arcanists heal (especially spells which let them heal others, vice healing themselves - something like <em>Vampiric Claws is fine</em>. First of all it should probably be a necromancy (not a transmutation) and second, if you really want such a spell to exist, it should lose some of the potency in the transfer, at least half (so a wizard can take 20 points of damage to heal 10). Even then, I would probably make it higher level.</p><p></p><p>Make em bleed! As a second level spell this should have a cap of 5d6 piercing damage, I would also cap the progressive damage at 10 rounds (so the spell could inflict 5d6+10 damage, which is pretty good for an area level 2 spell).</p><p></p><p>I would include whether or not they wake up feeling rested (for a third level spell, they should). Neat spell, but seems more clerical than wizardly.</p><p></p><p>Great ideas man, most of them seem to work fine (although they stretch my personal bounds of what wizards should do).</p><p></p><p>Technik</p></blockquote><p></p>
[QUOTE="Technik4, post: 1770551, member: 7211"] This spell seems on the weak side. [i]Disguise Self[/i] a first level wizard spell lets you do essentially the same thing, without the small bit of reconnaisance (you have to disguise yourself without knowing *what* to disguise yourself as). I would lower it to a 3rd level spell, and perhaps increase the duration to 1 hour/level. There are many d20 spells like this, most of them don't last an additional 4 rounds (past the initial discharge) but that seems ok since the damage is low. I would change the damage per round to be based on caster level, so a 3rd level caster lasts 2 rounds, a 5th 3 rounds, up to 5 rounds at 9th level. This is interesting but I would allow a Reflex save to dodge the snake, and then a fortitude to save against the poison. Reason being, a 7th level caster could cast this spell once a week and have some limited security to all his items (just use all your 2nd level slots for that day). Thats a lot of security for a small investment. I would allow the snake to automatically strike if the duration were set at 12 or perhaps 24 hours. Basically my gripe is still with the duration, which makes it easy to guard all your things at high levels. Pretty neat little ward. As some of my other critiques include, I think the duration is too long. Otherwise it seems reasonable for a 5th level spell. Ugh, I hate spells which let arcanists heal (especially spells which let them heal others, vice healing themselves - something like [i]Vampiric Claws is fine[/i]. First of all it should probably be a necromancy (not a transmutation) and second, if you really want such a spell to exist, it should lose some of the potency in the transfer, at least half (so a wizard can take 20 points of damage to heal 10). Even then, I would probably make it higher level. Make em bleed! As a second level spell this should have a cap of 5d6 piercing damage, I would also cap the progressive damage at 10 rounds (so the spell could inflict 5d6+10 damage, which is pretty good for an area level 2 spell). I would include whether or not they wake up feeling rested (for a third level spell, they should). Neat spell, but seems more clerical than wizardly. Great ideas man, most of them seem to work fine (although they stretch my personal bounds of what wizards should do). Technik [/QUOTE]
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