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Spell Turning

Lord Tirian said:
Indeed. But how "overpowered" would it be to include rays, touches, and generally everything that targets you specifically to the effects the spell can reflect back? Except for spells with personal range.
Is not reflecting a foe's attack back onto them the very heart of the concept of balance?
 

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Lord Tirian said:
Indeed. But how "overpowered" would it be to include rays, touches, and generally everything that targets you specifically to the effects the spell can reflect back? Except for spells with personal range.

I think that if spell turning actually affected rays, touch spells and anything targetted at you, it would be a worthwhile defensive spell. As it stands at the moment though, it is pretty pitiful.
 


Shame about touch atacks. Anyway, D&D Arena is before me, and as only PHB and DM Guide are allowed and I plan to have Cl 3/Wiz 3/Mystic Theurge 6 with about 10-15 buffs on myself, Spell Turning along with Ring of counterspells are the only protection against targeted dispell magic (I plan to have both, the ring twice). Still, the official answer on the primary question (True strike and Spell Turning) would be helpful to avoid quarelling. Thank you anyway.
 

Lord Tirian said:
Except for spells with personal range.
Oh, those should still eat up spell levels of turning. Hell, when making it more efficent at send spells back, it should be bouncing your own spells off too.

Healing magic has become more like final fantasy's, I think Spell Turning should be more like the WALL spell {which itself was likely based on the 1E or basic versions of Spell Turning.]

As a 7th level spell abjuration, I'd expect it to have some potency, considering it can only bounce 1d4+6 spell levels, limiting to targeted spells really straightjackets the spell.

If bouncing anything sound too good, make the spell visually obvious like a semi tranparant caster sized mirrored dome.
 
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Dodo13 said:
The other idea about the usefullness of the Spell Turning just emerged: Is it usefull against ranged touch spells (or just touch spells)?
No. The spell says:
"Spell turning also fails to stop touch range spells"

Note: I personally interpret this as also including personal range spells, thus I would not have someone create a resonating field on themselves when casting true strike or somesuch. ymmv
 

Lord Tirian said:
So... it's not overpowered?
I don't know. Playtest it for a while. I know those who like to sudden empower and maximize ranged touch spells will bitch.

Spell Turning v.FF
Abjuration
Level: Luck 7, Magic 7, Sor/Wiz 7
Components: V, S, M/DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: Until expended or 10 min./level

Spells and spell-like effects targeted on you by others are turned back upon the original caster.

Spells you cast upon yourself are turned to a random target or fizzle if the spell can not validly target any one in range.

Touch attacks and ranged touch attacks rebound onto their casters. Use the attacker’s original attack roll to determine if they are touched.

Lines would have passed through or touched your square’s border begin counting their remaining distance in reverse, possibly running out of distance before reaching the caster it was turned back on.

[IMaGel]http://img216.imageshack.us/img216/3508/bouncingballnb3.th.gif[/IMaGel] A area effect that has its point of origin as a corner of a square you occupy is automatically turned back, changing the spells point of origin to the closest corner of its caster’s square. A cone or similar spell so affected also has its direction reversed so as to include its caster. If the spell’s area still includes you after it has been turned in this manner, you are affected normally.

[IMaGel]http://img300.imageshack.us/img300/7729/turnbackxj3.th.gif[/IMaGel] If spell turning has not or can not modify the spell’s point of origin, area effects that include you in their area do not affect you. The turning causes the effect to exclude you and creates a cone of the spell’s effect heading in the direction of the point of origin. The cone is as large as the area the spell had yet to cover, determined by your intersection closest to the point of origin and starting from that intersection. Thus a 50’ cone started 20’ from you when turned creates a 30’ cone aimed back towards the turned spell’s point of origin. You also provide cover rather than soft cover for others in the area effect.

Overlapping areas of a turned spell do not deal additional damage unless the spell itself has a way of doing so, example; meteor swarm.

From seven to ten (1d4+6) spell levels are affected by the turning. The exact number is rolled secretly.

When you are affected by a spell of higher level than the amount of spell turning you have left, that spell is partially turned. The subtract the amount of spell turning left from the spell level of the incoming spell, then divide the result by the spell level of the incoming spell to see what fraction of the effect gets through. For damaging spells, you and the caster each take a fraction of the damage. For nondamaging spells, each of you has a proportional chance to be affected.

If you and a spellcasting attacker are both warded by spell turning effects in operation, a resonating field is created.
Roll randomly to determine the result.

d% Effect
01-70 Spell drains away without effect.
71-80 Spell affects both of you equally at full effect.
81-97 Both turning effects are rendered nonfunctional for 1d4 minutes.
98-100 Both of you go through a rift into another plane.

Arcane Material Component
A small silver mirror.
 
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