Salogel
First Post
I could use with some opinions on the following spells I created for a shadow domain.
Wall of Shadow
Evocation [Darkness ]
Level: Shadow 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Wall whose area is up to one 10-ft square/level
Duration: Concentration
Saving Throw: See text
Spell Resistance: No
A wall of shadow effectively opens up a one-way portal to the plane of shadow. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by all spells that deal damage, including disintegrate. Dispelling effects work normally on it. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It manifests on the ethereal plane as well as the prime material plane (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks cannot operate through a wall of shadow, and it blocks out all light, granting full cover.
The caster can form the wall into a flat, vertical sheet whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken during the casting by any object or creature, the spell fails.
When a creatures passes through the wall, they find themselves on the shadow plane with no means of return, and no protection, left at the mercy of the plane of shadow*. All creatures entering the portal get a Will Save DC (10 + caster level/2) to resist being transported to the shadow plane. If they succeed they stay where they were before they tried to enter.
Wall of force can be made permanent with a permanency spell.
Material Component: A handfull of ashes originating from a burned corpse.
*The plane of shadow, in Varuna (the campaign setting it was created for), is a living entity that lashes out against any living creatures that enter it without protection of some sort. This protection is granted by various other spells and effects, but without them anything is almost certain to find themselves faced with shadows and other denizens of the shadow plane.
Notes: I looked closely at Wall of Force (level 5) for this. The two spells bring up much the same results, with a few changes. First off, the Wall of Shadow is not transparent. This is an advantage. Secondly, the Wall of Shadow is a portal. This has huge implications which I have tried to contain in the following ways:
-The Will Save DC is fairly low, not the standard spell DC. Minimum caster level is 7, so a DC 21 is too much. This gives pretyy much anyone a decent chance at resisting it. At minimum caster level the DC is 13, and at level 20 it's DC 20, so it doesn't experiences a dramatic increase in strength.
-Dispellable. Wall of Force cannot be dispelled by a Dispel Magic spell. This seems a very powerful attribute, so I have taken it away from it, in an attempt to justify it being a lvl 4 spell.
-Getting off the Shadow Plane, back to the Prime doesn't require a particular spell or ability, it can be done through a Will save taken at certain intervals, DC depending on the circumstances. Getting dumped on the Shadow Plane is a big disadvantage and vulnerable characters may not survive the onslaught of shadow denizens, but it is not insurmountable.
-Duration: Concentration. (as opposed to 1 round/level) This changes the approach of the spell entirely, changing its tactical implications considerably.
Shroud
Illusion (shadow)
Level: Shadow 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
A shroud creates a temporary link to the shadow plane within the subject. Shadow essence empowers his actions, adding the power of shadow illusion to any spells cast or attacks dealt by the subject.
-The subject gains +4 Charisma for the duration of the spell
Any creature interacting with the subject of the spell are allowed a saving throw to disbelieve the illusion and as a result cancel the effect of the following benefits.
Material Component: Subject must swallow a shadow beatle.
Wall of Shadow
Evocation [Darkness ]
Level: Shadow 4
Components: V, S, M
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Wall whose area is up to one 10-ft square/level
Duration: Concentration
Saving Throw: See text
Spell Resistance: No
A wall of shadow effectively opens up a one-way portal to the plane of shadow. The wall cannot move, it is immune to damage of all kinds, and it is unaffected by all spells that deal damage, including disintegrate. Dispelling effects work normally on it. Breath weapons and spells cannot pass through the wall in either direction, although dimension door, teleport, and similar effects can bypass the barrier. It manifests on the ethereal plane as well as the prime material plane (though ethereal creatures can usually get around the wall by floating under or over it through material floors and ceilings). Gaze attacks cannot operate through a wall of shadow, and it blocks out all light, granting full cover.
The caster can form the wall into a flat, vertical sheet whose area is up to one 10- foot square per level. The wall must be continuous and unbroken when formed. If its surface is broken during the casting by any object or creature, the spell fails.
When a creatures passes through the wall, they find themselves on the shadow plane with no means of return, and no protection, left at the mercy of the plane of shadow*. All creatures entering the portal get a Will Save DC (10 + caster level/2) to resist being transported to the shadow plane. If they succeed they stay where they were before they tried to enter.
Wall of force can be made permanent with a permanency spell.
Material Component: A handfull of ashes originating from a burned corpse.
*The plane of shadow, in Varuna (the campaign setting it was created for), is a living entity that lashes out against any living creatures that enter it without protection of some sort. This protection is granted by various other spells and effects, but without them anything is almost certain to find themselves faced with shadows and other denizens of the shadow plane.
Notes: I looked closely at Wall of Force (level 5) for this. The two spells bring up much the same results, with a few changes. First off, the Wall of Shadow is not transparent. This is an advantage. Secondly, the Wall of Shadow is a portal. This has huge implications which I have tried to contain in the following ways:
-The Will Save DC is fairly low, not the standard spell DC. Minimum caster level is 7, so a DC 21 is too much. This gives pretyy much anyone a decent chance at resisting it. At minimum caster level the DC is 13, and at level 20 it's DC 20, so it doesn't experiences a dramatic increase in strength.
-Dispellable. Wall of Force cannot be dispelled by a Dispel Magic spell. This seems a very powerful attribute, so I have taken it away from it, in an attempt to justify it being a lvl 4 spell.
-Getting off the Shadow Plane, back to the Prime doesn't require a particular spell or ability, it can be done through a Will save taken at certain intervals, DC depending on the circumstances. Getting dumped on the Shadow Plane is a big disadvantage and vulnerable characters may not survive the onslaught of shadow denizens, but it is not insurmountable.
-Duration: Concentration. (as opposed to 1 round/level) This changes the approach of the spell entirely, changing its tactical implications considerably.
Shroud
Illusion (shadow)
Level: Shadow 7
Components: V, S, M
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 round/level
Saving Throw: See text
Spell Resistance: No
A shroud creates a temporary link to the shadow plane within the subject. Shadow essence empowers his actions, adding the power of shadow illusion to any spells cast or attacks dealt by the subject.
-The subject gains +4 Charisma for the duration of the spell
Any creature interacting with the subject of the spell are allowed a saving throw to disbelieve the illusion and as a result cancel the effect of the following benefits.
- All spells cast by the subject, both arcane and divine, are treated as being empowered.
- All physical damage dealt, both ranged and melee, does an extra dice worth of damage.
Shroud can be made permanent with a permanency spell. It can also dispelled by dispel magic and greater dispelling. - All physical damage dealt, both ranged and melee, does an extra dice worth of damage.
Material Component: Subject must swallow a shadow beatle.