Darastin
2010-05-27, 08:56 AM
I'm currently working on an advanced version of Disguise Self and still pondering on what it can and can not do.
It's supposed to be a second-level Sor/Wiz transmutation spell (either a custom spell or a variant/housruled version of Alter Self since we usually don't play with Polymorph-type spells).
The basic idea is: "Like Disguise Self, but real to the touch." Including cosmetic changes to your equipment. What it should not do is giving you any kind of functional advantage. Exact wording is not considered important - the spell is mentioned for usage in my current group and will be used according to intent, not wording.
My current ideas are:
2nd level Sor/Wiz transmutation spell, personal range, 10 minutes/CL duration
no stat changes
appearance changes as per Disguise Self, but real and including voice, body odor, skin texture and so on
apparent equipment changes as per Disguise Self
+10 to disguise checks, merely concealing your own identity from a casual observer is trivial
any equipment leaving your possession reverts to normal
any apparent change exceeding purely cosmetic ones results in impeded (or lack of enhanced) functionality - anything you change still behaves like the original where possible, otherwise it behaves like a very simple improvised item to appear plausible
worn clothes and small accessoires can be created "out of nowhere"; tools, weapons and armor or special clothing have to be changed existing items
Some examples for functional changes:
fake plate armor confers plate armor encumberance (ACP, ASF, reduced movement and so on), but only the protection of your current armor
turning armor into "weaker" armor or clothing suppresses all protective and magical qualities, but keeps original encumberance
turning a weapon into a similar, but slightly larger one (e.g dagger to short sword) keeps the original weapon statistics and magic
changing a weapon into something more different turns it into an improvised weapon of the original's size and type, suppressing any magical qualities
creating false natural weapons gives you light improvised weapons of the appropriate type, dealing damage as a normal unarmed strike (no enhanced damage for monks and the like, but you are considered armed)
fake tools only confer the bare minimum of functionality to remain believable - you can use a fake hammer, but a fake magnifying glass won't magnify anything
valuable clothing and jewelry will appear as cheap upon close examination (unless they are cosmetic changes to other valuable/high quality gear worn)
changing into a troglodyte makes your skin feel scaly and rigid and emit an uncomfortable stench, but won't grant you any natural armor or cause nausea
observing discrepancies between your or your equipment's appearance and its actual behaviour might (partially) compromise the disguise - roll another spot vs. disguise check; at the DMs discretion, lose some or all of the +10 bonus from the spell depending on the severity of the discrepancy; one check per discrepancy per encounter
So, my most important questions are:
Would this concept be acceptable for the given parameters (2nd level spell, 10 minutes/level duration)?
Did I miss anything really important? Again, I don't care about exact wording or minor details; I'm looking for major conceptual issues.
Thanks in advance,
Darastin
It's supposed to be a second-level Sor/Wiz transmutation spell (either a custom spell or a variant/housruled version of Alter Self since we usually don't play with Polymorph-type spells).
The basic idea is: "Like Disguise Self, but real to the touch." Including cosmetic changes to your equipment. What it should not do is giving you any kind of functional advantage. Exact wording is not considered important - the spell is mentioned for usage in my current group and will be used according to intent, not wording.
My current ideas are:
2nd level Sor/Wiz transmutation spell, personal range, 10 minutes/CL duration
no stat changes
appearance changes as per Disguise Self, but real and including voice, body odor, skin texture and so on
apparent equipment changes as per Disguise Self
+10 to disguise checks, merely concealing your own identity from a casual observer is trivial
any equipment leaving your possession reverts to normal
any apparent change exceeding purely cosmetic ones results in impeded (or lack of enhanced) functionality - anything you change still behaves like the original where possible, otherwise it behaves like a very simple improvised item to appear plausible
worn clothes and small accessoires can be created "out of nowhere"; tools, weapons and armor or special clothing have to be changed existing items
Some examples for functional changes:
fake plate armor confers plate armor encumberance (ACP, ASF, reduced movement and so on), but only the protection of your current armor
turning armor into "weaker" armor or clothing suppresses all protective and magical qualities, but keeps original encumberance
turning a weapon into a similar, but slightly larger one (e.g dagger to short sword) keeps the original weapon statistics and magic
changing a weapon into something more different turns it into an improvised weapon of the original's size and type, suppressing any magical qualities
creating false natural weapons gives you light improvised weapons of the appropriate type, dealing damage as a normal unarmed strike (no enhanced damage for monks and the like, but you are considered armed)
fake tools only confer the bare minimum of functionality to remain believable - you can use a fake hammer, but a fake magnifying glass won't magnify anything
valuable clothing and jewelry will appear as cheap upon close examination (unless they are cosmetic changes to other valuable/high quality gear worn)
changing into a troglodyte makes your skin feel scaly and rigid and emit an uncomfortable stench, but won't grant you any natural armor or cause nausea
observing discrepancies between your or your equipment's appearance and its actual behaviour might (partially) compromise the disguise - roll another spot vs. disguise check; at the DMs discretion, lose some or all of the +10 bonus from the spell depending on the severity of the discrepancy; one check per discrepancy per encounter
So, my most important questions are:
Would this concept be acceptable for the given parameters (2nd level spell, 10 minutes/level duration)?
Did I miss anything really important? Again, I don't care about exact wording or minor details; I'm looking for major conceptual issues.
Thanks in advance,
Darastin