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Shadow of Undeath
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<blockquote data-quote="Nifft" data-source="post: 3548602" data-attributes="member: 6562"><p>I like the idea, but I don't like how many Undead you can stuff into your shadow. A ton of Shadows making Aid Another checks could be really strong for a necromancer-gish.</p><p></p><p>But the really worrisome thing would be if you could find a Ghost. I mean, it's better than Leadership in that case -- you can get a Ghost up to twice your level!</p><p></p><p>How about something like this instead:</p><p></p><p><strong>Shadow of Undeath</strong></p><p>[Necromancy]</p><p>Level Sor/Wiz 8</p><p>Range: Personal</p><p>Target: You</p><p>Duration: 24 hours</p><p>Components: V, S, M</p><p>Casting Time: 10 minutes</p><p>Saving Throw: None</p><p>Spell resistance: No</p><p></p><p>You animate your own shadow, filling it with fell energy, and causing it to become animate, as an incorporeal undead under your mental control.</p><p></p><p>Your animated shadow can act like a normal shadow, moving as light sources move, but it can also aid you in several ways. On your action, you may mentally instruct it to switch functions as a free action. If you are separated from your Shadow (for example, if you move while it is attacking a foe), your Shadow immediately discorporates and returns to you. You may then instruct it on your next action.</p><p></p><ul> <li data-xf-list-type="ul"> Cover you: you gain Concealment; foes suffer 20% miss chance when attacking you.</li> <li data-xf-list-type="ul"> Shield you: you gain a +4 Deflection bonus to AC.</li> <li data-xf-list-type="ul"> Guard your area: it threatens all squares in a 10 ft. radius from you and makes up to four AoOs each round.</li> <li data-xf-list-type="ul"> Attack a foe: it occupies a 5 ft. square within 10 ft. of you and attacks the foe you designate.</li> <li data-xf-list-type="ul"> Infuse you: you gain a +2 bonus to saves, and half of the damage you take instead goes to your Shadow.</li> </ul><p></p><p>Your shadow has the following combat statistics:</p><ul> <li data-xf-list-type="ul">8 hit points per caster level</li> <li data-xf-list-type="ul">AC 14 + your size bonus or penalty + 1/4 your caster level</li> <li data-xf-list-type="ul">Will save equal to 2 + 1/2 your caster level; Fort and Reflex saves equal to 1/3 your caster level</li> <li data-xf-list-type="ul">Attack bonus equal to 5 + 1/2 your caster level</li> <li data-xf-list-type="ul">Two incorporeal touch attacks, which deals one of the following for damage:<ul> <li data-xf-list-type="ul"> 1d4 + 2 Con damage</li> <li data-xf-list-type="ul"> 1d8 + 2 Dex damage</li> <li data-xf-list-type="ul"> 2d6 + 2 Str damage</li> </ul></li> </ul><p></p><p>All choices -- such as ability damage type -- are made when you cast the spell.</p><p></p><p></p><p>Your shadow cannot be turned; however, a Cleric could suppress it for 1d6 minutes by expending a Turn Undead attempt (Turn DC is 11 + your caster level).</p><p></p><p>- - -</p><p></p><p>Basically, spell out the most your guy could do, instead of encouraging poke-wraith behavior. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>Cheers, -- N</p></blockquote><p></p>
[QUOTE="Nifft, post: 3548602, member: 6562"] I like the idea, but I don't like how many Undead you can stuff into your shadow. A ton of Shadows making Aid Another checks could be really strong for a necromancer-gish. But the really worrisome thing would be if you could find a Ghost. I mean, it's better than Leadership in that case -- you can get a Ghost up to twice your level! How about something like this instead: [b]Shadow of Undeath[/b] [Necromancy] Level Sor/Wiz 8 Range: Personal Target: You Duration: 24 hours Components: V, S, M Casting Time: 10 minutes Saving Throw: None Spell resistance: No You animate your own shadow, filling it with fell energy, and causing it to become animate, as an incorporeal undead under your mental control. Your animated shadow can act like a normal shadow, moving as light sources move, but it can also aid you in several ways. On your action, you may mentally instruct it to switch functions as a free action. If you are separated from your Shadow (for example, if you move while it is attacking a foe), your Shadow immediately discorporates and returns to you. You may then instruct it on your next action. [list][*] Cover you: you gain Concealment; foes suffer 20% miss chance when attacking you. [*] Shield you: you gain a +4 Deflection bonus to AC. [*] Guard your area: it threatens all squares in a 10 ft. radius from you and makes up to four AoOs each round. [*] Attack a foe: it occupies a 5 ft. square within 10 ft. of you and attacks the foe you designate. [*] Infuse you: you gain a +2 bonus to saves, and half of the damage you take instead goes to your Shadow.[/list] Your shadow has the following combat statistics: [list][*]8 hit points per caster level [*]AC 14 + your size bonus or penalty + 1/4 your caster level [*]Will save equal to 2 + 1/2 your caster level; Fort and Reflex saves equal to 1/3 your caster level [*]Attack bonus equal to 5 + 1/2 your caster level [*]Two incorporeal touch attacks, which deals one of the following for damage: [list][*] 1d4 + 2 Con damage [*] 1d8 + 2 Dex damage [*] 2d6 + 2 Str damage[/list] [/list] All choices -- such as ability damage type -- are made when you cast the spell. Your shadow cannot be turned; however, a Cleric could suppress it for 1d6 minutes by expending a Turn Undead attempt (Turn DC is 11 + your caster level). - - - Basically, spell out the most your guy could do, instead of encouraging poke-wraith behavior. :) Cheers, -- N [/QUOTE]
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