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  #16  
Old Aug 13th, 2011, 01:52 PM
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My only question... did Magic Missile get a save added to it since 3.5?

Edit: I looked it up and it did not. So then my question becomes... does the added damage automatically hit due to their being no save... cause that might be a bit broken.
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Last edited by Tyger; Aug 13th, 2011 at 01:54 PM.
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  #17  
Old Aug 13th, 2011, 01:53 PM
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I was looking at Dangerously Curious, it fits really well into my background, considering my mother was a mage and Shiari's curious nature.

Sacred Conduit really fits well too, but Oracles can't channel divine energy, otherwise it would have been perfect considering Shiari's birth was problematic.

Looking at Extremely Fashionable. She's a pretty snazzy dresser, being a doctor and essentially a "scientist". There's so many to choose from...
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Old Aug 13th, 2011, 01:54 PM
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I'm fine with the energy substitution thing. I imagine that the secondary effect would permit some sort of action to be taken to avoid the extra damage. Perhaps a reflex save to stop the fire. Otherwise, I think it might be a little a little unbalanced.

I can't think of another spell(I know they exist) that gives rules for putting fires out.
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Old Aug 13th, 2011, 01:57 PM
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You can use various methods. Any spell that removes the air form the area (or perhaps an air elemental themselves), you need 2 gallons of water to douse a standard square. (5'). Semantics really.
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Old Aug 13th, 2011, 01:58 PM
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It's usually a DC 15 Reflex save to put out the fire. Rolling around on the ground makes you prone and gives you a +2 to the save. Jumping or dousing in water fixes it instantly.
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  #21  
Old Aug 13th, 2011, 02:00 PM
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Quote:
Originally Posted by Silverbreeze View Post
It's usually a DC 15 Reflex save to put out the fire. Rolling around on the ground makes you prone and gives you a +2 to the save. Jumping or dousing in water fixes it instantly.
Yeah...that one sounds right. We'd probably throw that onto the secondary effect otherwise it probably does border on the broken.
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  #22  
Old Aug 13th, 2011, 02:07 PM
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I agree... adding a secondary effect to a spell should carry a save (if relevant), even if the original spell doesn't.

But, I digress... that should only be if the secondary is a 'lasting' effect. Like an incendiary, or freezing (slow?) effect... Force adding +1 damage isn't OP, adding a +?d6 damage based on a base cost is also fine. It's when you're looking into multiple rounds of damage with only one low cost that you're getting into trouble.
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  #23  
Old Aug 13th, 2011, 02:18 PM
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It's actually in the spell description for Elemental Blast, so yes, a Reflex save will put the fire out. Which is important, because the Greater secondary effect (PL's 7 and up) doesn't have a maximum duration on the flames. So if you don't put them out...they don't go out.

At the moment, Fire and Acid are the only ones that deal damage. And I'm actually planning on turning the Acid effect into a penalty on attacks, saves, and AC.

For the most part they're tactical effects. Electricity causes the target to be flat-footed until their next action; Cold halves their movement speed for one round; Sonic deals damage to unattended objects in the area (if applicable); Fire sets the enemy on fire.

Each of those effects only takes place if the target fails his initial saving throw - and Fire is the only one that lasts longer than a round, which allows a saving throw to end the effect.

EDIT: Just saw the question about magic missile, so I'll clarify that. In Pathfinder it doesn't allow a save, but in the Mana System I'm using, it allows one saving throw for half damage per missile, and it launches one missile per power level, plus one. So if you cast it at its maximum strength (at caster level 16, Power Level 9, with a Charisma score of 19), the target is allowed a total of ten saving throws, one against each missile. The secondary effects don't stack, but it increases the chances that the effect will take place.

Last edited by Aosaw; Aug 13th, 2011 at 02:22 PM.
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  #24  
Old Aug 13th, 2011, 02:42 PM
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Pardon the double-post;
Submitted for review, I present to you a new spell:

FearFear

Level: 2
Casting Time: Standard Action
Duration: 1 minute per level
Range: Close (25 ft + 5 ft per two levels)
Target: One creature that is not immune to fear effects
Saving Throw: Will negates; see text
Probing your target's mind, you force a nightmare into the enemy's subconscious, casting doubt on every action they perform.

This spell makes one target terrified. When you cast this spell, you may roll an Intimidate check; for every ten points of the Intimidate check result, the target's saving throw receives a -1 morale penalty (this penalty applies to all saving throws made against this casting of the spell, including saving throws made in subsequent rounds to end the effect). What that target does with that fear is up to them; but the spell bestows a penalty to the target's attack rolls, skill checks, saving throws, and armor class for the duration of the spell. The penalty on saving throws does not apply against saving throws against fear.

Once per round, the target can, as a move action, attempt a new Will saving throw to end the effect. When the effect ends, the penalties are also removed. The penalty that is applied to the target's attack, saves, skills, and armor class is based on Power Level.

Power Level 1: The spell bestows a -2 penalty to the target's attack, saves, and skills for the duration of the spell.
Power Level 2: The spell bestows a -3 penalty to the target's attack, saves, and skills for the duration of the spell.
Power Level 3: The spell bestows a -4 penalty to the target's attack, saves, and skills for the duration of the spell.
Power Level 4: The spell bestows a -5 penalty to the target's attack, saves, and skills for the duration of the spell.
Power Level 5: The spell bestows a -6 penalty to the target's attack, saves, and skills for the duration of the spell.
Power Level 6: The spell bestows a -7 penalty to the target's attack, saves, and skills for the duration of the spell.
Power Level 7: The spell bestows a -8 penalty to the target's attack, saves, and skills for the duration of the spell.
Power Level 8: The spell bestows a -9 penalty to the target's attack, saves, and skills for the duration of the spell.
Power Level 9: The spell bestows a -10 penalty to the target's attack, saves, and skills for the duration of the spell. In addition, the effect is permanent; the target can end the effect only by making three consecutive saving throws.


Too powerful? Not powerful enough? Boring?

I made it a single-target spell because of the precision of making someone afraid. I also specifically shied away from the "shaken, frightened, panicked, cowering" fear states, because I don't like them.

Last edited by Aosaw; Aug 13th, 2011 at 03:46 PM.
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  #25  
Old Aug 13th, 2011, 02:50 PM
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Okay, character sheet is almost finished. Just need to spend most of my cash and I'll be set. I picked the Bully trait (+1 to Intimidate; to reflect his arrogance) and the Maestro trait (+3 rounds of bardic performance/day; to reflect his schooling and his status as a writer).

Solid Note seems like an incredibly fun spell. It's like a (weaker) immovable rod made of music.
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  #26  
Old Aug 13th, 2011, 03:38 PM
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Remove the AC debuff on the spell. -10 AC is WAY to much to lose at any level of power. Being afraid doesn't make you any more or less Defensive. The - to hit, saves, and skills are more than adequate for the term of the spell.
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  #27  
Old Aug 13th, 2011, 03:45 PM
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Okay, the AC debuff has been removed.

I made a point of excluding the saves penalty from affecting the target's saves vs fear, too. Otherwise it would be practically impossible to get rid of the PL 9 version of the spell.

The penalty actually should be affecting everything that the Shaken condition affects, which includes damage rolls and ability checks. Would it create a terrible imbalance if I added these things to the spell's effects?

Last edited by Aosaw; Aug 13th, 2011 at 03:48 PM.
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  #28  
Old Aug 13th, 2011, 04:19 PM
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Quote:
Originally Posted by Aosaw View Post
Okay, the AC debuff has been removed.

I made a point of excluding the saves penalty from affecting the target's saves vs fear, too. Otherwise it would be practically impossible to get rid of the PL 9 version of the spell.

The penalty actually should be affecting everything that the Shaken condition affects, which includes damage rolls and ability checks. Would it create a terrible imbalance if I added these things to the spell's effects?
This gets to scale which is why it is better than just an effect that causes shaken. By adding the extra benefit of getting to nerf damage rolls as well, I think that probably pushes it over the edge.

The ability check thing is really broken though. I mean think how often you force your opens to open jammed doors while you wail on them. I mean clearly game breaking right there.
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Last edited by Timeless Prophet; Aug 13th, 2011 at 04:25 PM.
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  #29  
Old Aug 13th, 2011, 04:55 PM
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To say nothing of the frequency with which you make a wisdom check to discern True North.

Okay, then, I'll leave damage rolls out of it.
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  #30  
Old Aug 13th, 2011, 08:10 PM
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Character sheet almost done. My usual problem is spending all my money.

I need to decide on my second trait as well. Thinking Heirloom weapon maybe (her parents are adventurers), maybe Sacred Conduit if I could possibly get it changed to heals instead of channeled energy. Extremely fashionable, or maybe even Charming, because she is pretty good looking.
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