talonos
2016-09-12, 04:37 PM
REFLEXIVE BLINK
School: transmutation
Level: sorcerer/wizard 3 (I think?)
Casting Time: 1 immediate action
Components: V
Range: personal
Target: you
Duration: the remainder of the turn
When the bullet hits your shoulder, the pain is staggering. As you watch the gunslinger reload with unearthly speed, you quickly decide you don't wish to be around any longer.
You may only cast this spell (as an immediate action) upon taking damage of any kind. In response, you shunt yourself to the astral plane in a sort of slow-acting, short-range teleport.
Until the end of the currently acting character's turn, you effectively do not exist. You cannot be targeted with spells or abilities, cannot be seen, and cannot take any actions.
At the end of the currently acting character's turn, you re-appear in a random nearby location within about 30 feet; to determine where, roll as though your opponent had missed you with a splash weapon from 1d6 range increments away. If this would put you inside a solid object or in another creatures square, you are shunted to the nearest available space, taking 1d6 per 10 feet (or portion thereof) traveled.
Notes on motivation: This was originally used as an at-will spell-like ability on a home-brew monster I made. The purpose was to help the party gunslinger feel as though his new dead-shot ability was useful. He tried his normal rapid-shot hasted full attack on the monster, hit with the first attack, and the monster blinked out as above, wasting the rest of the full attack action. Next round, the gunslinger instead hit with a dead shot, dealing considerably more damage, and felt like maybe it wasn't a wasted ability after all.
The party sorcerer saw this happen, and decided that he, too was afraid he might one day run into somebody who was highly reliant on full attacks. He announced he wanted to learn the spell. At which point I'm like "Well dang, now I need to figure out what level this thing would be."
The ability to interrupt and end a full attack action is pretty powerful, especially for a sorcerer who can just learn this spell and never have to prepare it. (It just turns into a "get out of any full attack free" card.) However, it can only be cast in response to damage, it requires an immediate action, meaning it can only go off once per round, it interferes with strategic positioning, once an opponent knows about it, they can take steps to mitigate its effects, and it requires an entire spell slot per round of protection.
Does third level sound about right? Or should it be 2nd?
School: transmutation
Level: sorcerer/wizard 3 (I think?)
Casting Time: 1 immediate action
Components: V
Range: personal
Target: you
Duration: the remainder of the turn
When the bullet hits your shoulder, the pain is staggering. As you watch the gunslinger reload with unearthly speed, you quickly decide you don't wish to be around any longer.
You may only cast this spell (as an immediate action) upon taking damage of any kind. In response, you shunt yourself to the astral plane in a sort of slow-acting, short-range teleport.
Until the end of the currently acting character's turn, you effectively do not exist. You cannot be targeted with spells or abilities, cannot be seen, and cannot take any actions.
At the end of the currently acting character's turn, you re-appear in a random nearby location within about 30 feet; to determine where, roll as though your opponent had missed you with a splash weapon from 1d6 range increments away. If this would put you inside a solid object or in another creatures square, you are shunted to the nearest available space, taking 1d6 per 10 feet (or portion thereof) traveled.
Notes on motivation: This was originally used as an at-will spell-like ability on a home-brew monster I made. The purpose was to help the party gunslinger feel as though his new dead-shot ability was useful. He tried his normal rapid-shot hasted full attack on the monster, hit with the first attack, and the monster blinked out as above, wasting the rest of the full attack action. Next round, the gunslinger instead hit with a dead shot, dealing considerably more damage, and felt like maybe it wasn't a wasted ability after all.
The party sorcerer saw this happen, and decided that he, too was afraid he might one day run into somebody who was highly reliant on full attacks. He announced he wanted to learn the spell. At which point I'm like "Well dang, now I need to figure out what level this thing would be."
The ability to interrupt and end a full attack action is pretty powerful, especially for a sorcerer who can just learn this spell and never have to prepare it. (It just turns into a "get out of any full attack free" card.) However, it can only be cast in response to damage, it requires an immediate action, meaning it can only go off once per round, it interferes with strategic positioning, once an opponent knows about it, they can take steps to mitigate its effects, and it requires an entire spell slot per round of protection.
Does third level sound about right? Or should it be 2nd?