DaloLorn wrote: ↑Sat Aug 07, 2021 2:17 amDo our air and water genasi receive their respective breathing abilities from PnP? Not breathing at all for the former (therefore being immune to Drown and far less vulnerable to Entomb, and arguably receiving the same effects provided by an Iridescent Ioun Stone), and breathing water for the latter (for Drown immunity)?
Probably not.
Rhifox wrote: ↑Fri Aug 06, 2021 11:01 pm
Superior Creeping Cold
Caster Level(s): Druid 6
Innate Level: 6
School: Transmutation
Descriptor(s): Cold
Component(s): Verbal, Somatic
Range: Short
Area of Effect / Target: One Creature
Duration: See text
Save: None
Spell Resistance: Yes
This spell is the same as greater creeping cold, but it no longer has a saving throw, and it continues to gain an extra round of damage for every 5 caster levels the character has. The spell deals 7d6 points of cold damage on the 7th round if the caster is level 25 or higher, and 8d6 points of cold damage on the 8th round if the caster is level 30 or higher.
I do not know how to say this, but I kind of dislike the name of the spell. Thus one change that could be done is to rename:
Creeping Cold into Lesser Creeping Cold,
Greater Creeping Cold into Creeping Cold,
So that Superiod Creeping Cold could be Greater Creeping Cold.
Or perhaps just name this third spell as:
Unstoppable Creeping Cold,
Unmatched Creeping Cold,
Horrid Creeping Cold,
Wrathful Creeping Cold,
Or something else... I know that the D&D spells that make use of the word Superior, but I just dislike seeing that word in spell names.
Rhifox wrote: ↑Fri Aug 06, 2021 11:01 pm
Greater Evil Eye
Caster Level(s): Wizard / Sorcerer 6, Orc 6
Innate Level: 6
School: Enchantment
Descriptor(s): Evil
Component(s): Somatic
Range: Short
Area of Effect / Target: Single
Duration: 1 Hour / level, 24 hours maximum
Save: Will negates
Spell Resistance: Yes
The caster focuses malevolent wishes through a fiery gaze and curses someone with terrible luck. This is a more powerful version of evil eye. This spell is known as the Eye of Gruumsh to clerics of the orcish pantheon.
The subject takes a -6 luck penalty on all attack rolls, a -4 luck penalty on all saving throws, and a -8 penalty on all skill checks. The spell lasts for one hour per caster level, up to 24 hours, or until remove curse is cast on the subject.
Level six Wizard/Sorcerer spell book already has a spell such as, Flesh to Stone, make the save or basically die. There is also Disintegrate, and many other spells a Sorcerer would rather pick even with their expanded spell selection. As for Orc clerics, their sixt level spell book comes with Harm, and spamming the Harm can be improved through Spell Focus Necromancy, which also improves the creation of undead 'Orc' warriors.
Thus I got to agree with mrm3ntalist, there are not many reasons for people to use that spell, even if they have focused on Enchantment spells. Thus I would point towads Curse of Impending Blades, which always lowers AC by two. A level two spell. Thus I would suggest that on a failed save, the AB penalty would be -2, save penalty would be -1, and skill penalty would be -3. And I would change the spell description as follows:
"
The caster focuses malevolent wishes through a fiery gaze and curses someone with terrible luck. This is a more powerful version of evil eye. This spell is known as the Eye of Gruumsh to clerics of the orcish pantheon.
If the subject fails his save; he takes a -4 luck penalty on all saving throws, -6 luck penalty on all attack rolls, and a -8 penalty on all skill checks. If the subject makes his save; he only takes a -1 luck penalty on all saving throws, -2 luck penalty on all attack rolls, and a -3 penalty on all skill checks. The spell lasts for one hour per caster level, up to 24 hours, or until remove curse is cast on the subject."
But to be entirely honest, as long as this spells lowers all saves, and even by just one... It will be a desirable spell for any DC caster. At spell level of six, those with Arcane Scholar 10 could even quicken it, and follow it up with some another spell.
Rhifox wrote: ↑Fri Aug 06, 2021 11:01 pm
Radiant Shield
Caster Level(s): Wizard / Sorcerer 4, Wrath 4
Innate Level: 4
School: Evocation
Descriptor(s): Electricity
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster
Duration: 6 seconds / Level
Save: None
Spell Resistance: None
You are surrounded by a ring of electricity that damages all opponents who make a successful melee attack against you. The damage inflicted is 1d6 points of electrical damage, +1 point per caster level. You also gain 50% immunity to electrical damage.
I do have a Sorcerer character that would use this Radiant Shield, Elemental Shield, and Death Armor all at the same time, and this character of mine would combine these spells with appropriate amount of DR and regeneration. In other words, my character would take 1-10 points of damage, and potentially deal back 1d6 + 30 (Fire Damage) + 1d6 + 30 (Electrical Damage) + 1d4 + 5 (magic Damage). That is "68-81" damage per hit dealt back at the attacker. If you think it is fine, sure, I don't mind. But perhaps this spell needs a line of code that makes it so that it either replaces Elemental Shield or fails to cast because of it, and vice versa.
Rhifox wrote: ↑Fri Aug 06, 2021 11:01 pm
Maelstrom
Caster Level(s): Ocean 7
Innate Level: 7
School: Conjuration
Descriptor(s): Water
Components: Verbal, Somatic
Range: Long
Area of Effect / Target: Cyclone 10 ft. wide at base, 30 ft. wide at top, and 30 ft. tall
Duration: 6 seconds / level
Save: Reflex negates; see text
Spell Resistance: Yes
Maelstrom conjures a deadly vortex of water. In the sea, it swallows up ships. On land, it erupts from the earth as if by a great geyser and funnels its way into the sky. The vortex moves at a speed of 5 feet per round. Undirected, it wanders the battlefield affecting all creatures it encounters. If the vortex exceeds the spell's range, it moves in a random, uncontrolled fashion for 1d3 rounds and then dissipates. All creatures in a radius of 20 feet are affected.
Any Large or smaller creature that comes into contact with the spell effect must succeed on a Reflex save or take 3d6 points of cold damage. A Medium or smaller creature that fails its first save must succeed on a second one or be knocked down by the force of the cyclone, taking 1d8 points of cold damage each round. A Reflex check against a DC of 11 + 3/5th of the character's total caster level is made every round while the storm lingers near the suppressed creature. The maelstrom has 10 base strength and receives +1 for every two casterlevels, raising its base damage by its strength modifier. The maelstrom can only be hurt by +3 enhanced magical weapons.
Upon first casting maelstrom, a feat is granted which can be used to direct the vortex.
Is that initial 3d6 damage once per round tick, or just upon contact? I presume it would get +15 damage increase. And anyhow, it sounds like it is a summoned creature, is it possible to run through a Maelstorm effect, or will it potentially block corridors?
If you are offended by what I said have said above, I have recieved my last warning, I have discussed Intuitive Attack, so report - for I do not mind. Getting me banned is nothing special, it happens every week. But you could also choose not to be offended, this place needs more banter, your choice.