ghost_warlock
2007-05-14, 03:55 PM
I made these and posted them with my Shadowmage (http://www.giantitp.com/forums/showthread.php?t=44096), but I'd like to get some seperate criticism for them, particularly shadow bolt. Also, wings of gloom seems a bit underpowered for a 5th-level spell to me. So, gentle readers, what do you all think?
Night’s Stealth
Illusion (Shadow) [Darkness]
Level: Asn 1, Rgr 1, Sdm 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell surrounds you with shadows, which obscures your position and grants a +5 circumstance bonus on Hide checks and Move Silently checks.
This spell is dispelled in daylight or in the area of a light spell of 2nd level or higher.
Shadow Bolt
Illusion (Shadow)
Level: Sdm 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bolt of shadow
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with); see text
Spell Resistance: Yes
By weaving energy from the Plane of Shadow, you create a partially real missile and hurl it at a foe.
A creature struck by the bolt takes 1d10 points of damage. You must succeed on a ranged touch attack to hit an opponent with the missile. For every two caster levels beyond 1st, your bolt deals an additional 1d10 points of damage: 2d10 at 3rd, 3d10 at 5th, 4d10 at 7th, and the maximum of 5d10 at 9th level or higher.
However the bolt is only one-fifth real and any creature struck is allowed a Will disbelief saving throw to realize the missile’s illusory nature. Creatures who succeed on the save receive only 20% damage, similar to a creature making its save against an attack created with shadow conjuration or shadow evocation.
A creature that successfully saves against this spell receives a +4 bonus on its saving throws against further castings of this spell by the same caster for 24 hours.
Objects automatically succeed on their Will saves against this spell.
Darklands Well
Illusion (Shadow)
Level: Sdm 8, Sor/Wiz 8
This spell functions as shadow well except as noted.
You cause the target's shadow to become a temporary gateway to a negative energy-infused region of the Plane of Shadow known as the Darklands. The target must make a Will save or be pulled into the gateway. Inside the pocket realm, the target sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it but do not actually attack. However, on the beginning of each round that the creature remains in the Darklands, it takes 1d6 points of negative energy damage from the harsh environment.
Each round, as a standard action, the creature can attempt another Will save against the original DC to end the spell and return from the Darklands. Failure means that the creature gains one negative level and remains trapped until it frees itself or the spell’s duration expires.
Being trapped in a Darklands well can be terrifying; upon returning to the real world, the subject must succeed on another Will save or be frightened for 1d4 rounds.
Upon leaving the pocket realm, the subject reappears in the spot it had been in when the Darklands well spell was cast. If this spot is filled with a solid object, the subject appears in the nearest adjacent empty space.
Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a Darklands well spell, although a plane shift spell allows it to flee to another plane as normal. The target might still become frightened upon leaving.
Wings of Gloom
Transmutation
Level: Sor/Wiz 5, Sdm 5
Components: V, S, M
Casting Time: 1 standard action
Range: 0
Effect: Personal
Duration: 10 minutes/level (D)
A pair of shadowy, gossamer wings sprout from your shoulders, granting you a fly speed of 100 feet (good maneuverability). You can’t carry aloft more than a light load. Additionally, the spell makes your movements supernaturally silent, granting a +10 competence bonus on Move Silently checks.
Material Component: a moth.
Night’s Stealth
Illusion (Shadow) [Darkness]
Level: Asn 1, Rgr 1, Sdm 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Touch
Target: Creature touched
Duration: 1 minute/level (D)
Saving Throw: Will negates (harmless)
Spell Resistance: Yes (harmless)
This spell surrounds you with shadows, which obscures your position and grants a +5 circumstance bonus on Hide checks and Move Silently checks.
This spell is dispelled in daylight or in the area of a light spell of 2nd level or higher.
Shadow Bolt
Illusion (Shadow)
Level: Sdm 1, Sor/Wiz 1
Components: V, S
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: One bolt of shadow
Duration: Instantaneous
Saving Throw: Will disbelief (if interacted with); see text
Spell Resistance: Yes
By weaving energy from the Plane of Shadow, you create a partially real missile and hurl it at a foe.
A creature struck by the bolt takes 1d10 points of damage. You must succeed on a ranged touch attack to hit an opponent with the missile. For every two caster levels beyond 1st, your bolt deals an additional 1d10 points of damage: 2d10 at 3rd, 3d10 at 5th, 4d10 at 7th, and the maximum of 5d10 at 9th level or higher.
However the bolt is only one-fifth real and any creature struck is allowed a Will disbelief saving throw to realize the missile’s illusory nature. Creatures who succeed on the save receive only 20% damage, similar to a creature making its save against an attack created with shadow conjuration or shadow evocation.
A creature that successfully saves against this spell receives a +4 bonus on its saving throws against further castings of this spell by the same caster for 24 hours.
Objects automatically succeed on their Will saves against this spell.
Darklands Well
Illusion (Shadow)
Level: Sdm 8, Sor/Wiz 8
This spell functions as shadow well except as noted.
You cause the target's shadow to become a temporary gateway to a negative energy-infused region of the Plane of Shadow known as the Darklands. The target must make a Will save or be pulled into the gateway. Inside the pocket realm, the target sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt it but do not actually attack. However, on the beginning of each round that the creature remains in the Darklands, it takes 1d6 points of negative energy damage from the harsh environment.
Each round, as a standard action, the creature can attempt another Will save against the original DC to end the spell and return from the Darklands. Failure means that the creature gains one negative level and remains trapped until it frees itself or the spell’s duration expires.
Being trapped in a Darklands well can be terrifying; upon returning to the real world, the subject must succeed on another Will save or be frightened for 1d4 rounds.
Upon leaving the pocket realm, the subject reappears in the spot it had been in when the Darklands well spell was cast. If this spot is filled with a solid object, the subject appears in the nearest adjacent empty space.
Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a Darklands well spell, although a plane shift spell allows it to flee to another plane as normal. The target might still become frightened upon leaving.
Wings of Gloom
Transmutation
Level: Sor/Wiz 5, Sdm 5
Components: V, S, M
Casting Time: 1 standard action
Range: 0
Effect: Personal
Duration: 10 minutes/level (D)
A pair of shadowy, gossamer wings sprout from your shoulders, granting you a fly speed of 100 feet (good maneuverability). You can’t carry aloft more than a light load. Additionally, the spell makes your movements supernaturally silent, granting a +10 competence bonus on Move Silently checks.
Material Component: a moth.