Pielorinho
Iron Fist of Pelor
First, my draft of the spell:
I want this spell to be the signature spell for a creepy necromancer/rogue PC that I'm creating. As such, it needs to capabilities: it needs to do some sort of damage so that it can do sneak attacks, and it needs to scare the target.
The spells to which this should be compared, I think, are Chill Touch (which it's most heavily based on); Cause Fear; Ghoul Touch; and Scare.
Compared to Chill Touch:
Advantages include the auto-ability damage, to an ability that affects saves, and the fear effect. Disadvantages include no innate hitpoint damage, the inability to affect undead, and the higher level.
Compared to Cause Fear:
Advantages include the ability to use on multiple opponents, the increased duration, the sneak-attack possibility, the ability damage, and the lack of a HD cap. Disadvantages include the higher level, the slower onset time (i.e., to reach the frightened stage, the subject must be hit twice and fail two will saves), and the attack roll requirement.
Compared to Ghoul Touch:
Advantages include the ability to use on multiple opponents, the sneakattackability, and the ability damage. Disadvantages include an inferior primary effect (paralyzation is much better than fear effects) and probably an inferior secondary effect (wisdom damage to one person isn't as good as sickening a bunch of people, although that sickening might be annoying to allies in practice).
Compared to Scare:
Advantages include the ability damage, the sneakattackability, and the lack of level cap. Disadvantages include the inability to affect multiple foes simultaneously, the slower onset time, and the requirement for a touch attack.
All told, I think this spell as written is a slightly weak second-level spell, but would be way too strong for a first level spell. If it allowed only one attack, it'd be a weak first-level spell.
Potential changes to it:
-Change Wis damage to Cha damage.
-Change Wis damage to 1d6 or so HP damage.
-Allow only one attack.
-Make it mind-affecting (further limiting potential targets--this is probably a good change to make).
-Make the opponent be frightened right away, but give it no additive effect.
What do y'all think? Is it good as written, or does it need alteration?
Daniel
Okay, the exposition:Dash of Despair, Touch of Terror, and a Smidgen of Scariness
Necromancy [Mind Affecting]
Level: Sor/Wiz 2
Components: V, S
Casting Time: 1 standard action
Range: Touch
Targets: Creature or creatures touched; see below
Duration: Instantaneous/see below
Saving Throw: Will partial; see text
Spell Resistance: Yes
A touch from your hand, which crackles with black energy, brings a subject's worst fears to the surface. A successful touch attack deals 1 point of Wisdom damage. The touched creature also becomes shaken for one round/caster level unless he makes a successful Will save. If the creature is already shaken, it becomes frightened; if it is already frightened, it becomes panicked; if it is already panicked, it cowers. You can use this melee touch attack up to one time per level.
I want this spell to be the signature spell for a creepy necromancer/rogue PC that I'm creating. As such, it needs to capabilities: it needs to do some sort of damage so that it can do sneak attacks, and it needs to scare the target.
The spells to which this should be compared, I think, are Chill Touch (which it's most heavily based on); Cause Fear; Ghoul Touch; and Scare.
Compared to Chill Touch:
Advantages include the auto-ability damage, to an ability that affects saves, and the fear effect. Disadvantages include no innate hitpoint damage, the inability to affect undead, and the higher level.
Compared to Cause Fear:
Advantages include the ability to use on multiple opponents, the increased duration, the sneak-attack possibility, the ability damage, and the lack of a HD cap. Disadvantages include the higher level, the slower onset time (i.e., to reach the frightened stage, the subject must be hit twice and fail two will saves), and the attack roll requirement.
Compared to Ghoul Touch:
Advantages include the ability to use on multiple opponents, the sneakattackability, and the ability damage. Disadvantages include an inferior primary effect (paralyzation is much better than fear effects) and probably an inferior secondary effect (wisdom damage to one person isn't as good as sickening a bunch of people, although that sickening might be annoying to allies in practice).
Compared to Scare:
Advantages include the ability damage, the sneakattackability, and the lack of level cap. Disadvantages include the inability to affect multiple foes simultaneously, the slower onset time, and the requirement for a touch attack.
All told, I think this spell as written is a slightly weak second-level spell, but would be way too strong for a first level spell. If it allowed only one attack, it'd be a weak first-level spell.
Potential changes to it:
-Change Wis damage to Cha damage.
-Change Wis damage to 1d6 or so HP damage.
-Allow only one attack.
-Make it mind-affecting (further limiting potential targets--this is probably a good change to make).
-Make the opponent be frightened right away, but give it no additive effect.
What do y'all think? Is it good as written, or does it need alteration?
Daniel
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