News:

I have a dream that one day, men will be punched in the face not for the color of their skin, but for the awful content of their character.

Main Menu

DM Nagging: It's pretty much my job

Started by Anastasia, April 12, 2018, 12:35:58 PM

Previous topic - Next topic

0 Members and 8 Guests are viewing this topic.

Anastasia

Quote from: Yuthirin on June 24, 2018, 01:15:31 PM
Quote from: Anastasia on June 24, 2018, 12:18:12 PM
Quote from: Yuthirin on June 24, 2018, 01:03:25 AM
Greater Dispel Psionics
Psychokinesis
Level: Psion/wilder 6
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target or Area:   One manifester, creature, or object; or 20-ft.-radius burst
Duration: Instantaneous or 1d4 rounds; see text
Saving Throw: None
Power Resistance: No
Power Points: 11

This power functions like dispel psionics, except as shown in the augment below.

Augment
For every additional power point you spend, the bonus on your dispel check increases by 2 (to a maximum bonus of +40 for a 10-point expenditure).

Additionally, if 10 or more power points are spent, greater dispel psionics can dispel any effect that remove curse can remove.

Request: Write out the power next time instead of copy/pasting the info block from the SRD. It does weird things to the formatting and I just end up rewriting it anyway.

That aside? The point of the power's perfectly fine, though I'd push it into epic. Dispel psionics as written looks to be meant to be comprehensive of dispel magic and greater dispel magic. It's the sort of thing you shouldn't really get until you need it - you can get greater dispel magic at level 11 normally, which is right on time for the expanded cap for the dispel modifier to be useful. As it stands now, this power isn't really needed until level 21 mechanically, and more over, it lets non epic psionicists really overcharge their dispel checks.

So I have no problem with the power, just not at level 6. At level 21 and able to spend 21 points on a power (earlier with shenanigans), you can throw around a +40 dispel check before any bonuses. That's out of line with balance.
So level 10?

Yeah, that's fine.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Yuthirin on June 24, 2018, 01:24:57 PM
Quote from: Anastasia on June 24, 2018, 12:27:42 PM
Quote from: Yuthirin on June 24, 2018, 01:47:49 AM
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 19

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Okay, first of all power point expenditure. Powers seem to use PP generation equal the minimum caster level for a full caster. For example, a level 1 power costs one power point. A level 3 power costs 5 power points and so on and so forth. That's the structure I used for epic psionics (with the understanding that non full casters like psychic warriors buck this a bit, but they're a bit weird in that system as written already). So the base power points used should be 21. (24th for an 11th level power, 27 for a 12th level power and so on and so forth.)

Do secondary implosions allow additional Reflex saves?

Seems fine in general, though.
1. Power levels 1-9 progress at 2 additional PP per level. Why do your epic powers switch to 3? And why the jump? 9th level powers cost 17 per the SRD. If 10th level costs 21, that's a 4 PP jump. Both of those instances ignore the progression you're claiming to follow.

2. No.

Epic spells go to 21+3 to get a new spell level. 11th level spells at level 24, 12th level at 27 and so on. It matches those.

The minimum caster level for a 9th level power is 17. 17th level is when a psion can get 9th level powers, 17 is the points he can spend on it (barring bonuses, tricks ect). The jump is because 10th level powers aren't gained until level 21. Therefore 21 follows the progression, understanding that there's a gap there due to the way 9th level is the maximum spell level and there's no 10th level magic at 19th level, which would fit the previous pattern.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Yuthirin on June 24, 2018, 01:27:41 PM
Quote from: Anastasia on June 24, 2018, 12:41:15 PM
Quote from: Yuthirin on June 24, 2018, 01:57:39 AM
Temporal Stabilization
Psychoportation
Level: Psion/wilder 11
Display: Olfactory
Manifesting Time: 1 standard action
Range: 100 ft. radius centered on you
Target: Self
Duration: 5 rounds
Saving Throw: None
Power Resistance: None, see text
Power Points: 21

This power creates a field centered on you that prevents all forms of temporal manipulation. Powers like time hop, temporal acceleration, and spells like time stop fail to function. Any spell-like abilities or the abilities of creatures like quaruts are similarly suppressed by this field. This can be overcome by an opposed caster level check against that of the manifestor.

Augment
For every 4 additional power points you spend, the duration of this power is extended by 1 round.

Okay, now I have no problem with the power mechanically. This sort of thing is apt, I have a few anti time stop spells I've never had reason to post that do things like this.

It's not a question of mechanics, it's a question of flavor. Namely, the Temporal Compact in Balmuria prevents temporal shenanigans and magic. Time stop is merely great speed, as is temporal acceleration. Powers are reflavored if possible and discarded if not. As flavored this spell wouldn't be legal as written; however, a simple few tweaks to make it an anti time stop/temporal acceleration power would be 100% kosher. I'll even toss one of mine out as an example.

Incidentally, as discussed in Seira's thread this week, temporal magic/powers aren't even difficult in Creation. They're just banned by divine agreement and enforcement. There's an entire school of magic called chronomancy banned to everyone, akin to conjuration, abjuration or evocation. I can link you if you haven't read it.

Time Stop Stopper
Abjuration
Level: Sor/Wiz 11
Components: V, S, M
Casting Time: 1 standard action
Range: 100ft
Area: 100ft radius emanation, centered on you
Duration: 10 min/level
Saving Throw: None
Spell Resistance: No

This emanation prevents time stop, temporal acceleration or similar spells, spell-like abilities, psionic powers or supernatural abilities being used within it. Any such abilities fail when used within it, they are considered expended.

Material Component

A carved piece of amber worth 500 gold.

DM Note: This isn't going into the spell collection, it's just an example of someone's custom time stop defense. They haven't shown up quite yet in game, but expect it to happen sooner than later.

(I swear, if the first post about this is 'can I make that and then take it with permanent emanation...')

(Well, it's not like I didn't have the same idea.)

(Any version y'all see in play probably won't be an emanation, just to side step the issue.)

(Maybe.)
Bruh that's why mine isn't an emanation. Also fine, it was just an idea.

Then just change the flavor to match. The idea's fine, I have no problem with the mechanics of it.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Corwin

Quote from: Anastasia on June 24, 2018, 12:13:02 PM
Okay, questions.

1. Is this meant to be permanency-able like teleportation circle is? Normally I wouldn't mention it, but this spell is fiddly enough that I want to make sure we're on the same page.

2. Expensive in cost but that works well since this is meant for longer lasting/permanent teleportation networks rather than temporary gates. This is the sort of thing that exists in setting already, though I've never written and posted it. You're not treading new ground, that's not a problem for you?

That aside, I'd suggest changing the casting time to 10 minutes per destination. This is completely a non-combat spell and it's essentially a flavor issue here, and I think that would reflect it better.

Do epic duskblades get teleport circle?

1. Of course! It explicitly says it's like Teleportation Circle in all aspects except the ones written out. Also, aside from the cosmetic change of shifting the surfaces to be like with Gate instead of the floor tiles of Teleportation Circle, it's really no different than multiple castings of Teleportation Circle. The price reflects that.

2. Like I noted in 1, the price is exactly the same as if I were doing it with multiple Teleportation Circles. I just like the ease of having a new spell do it all instead of laboring over with multiple individual spells per location, and struggling with logistics. It hopefully shows the advances I've made in magic since my efforts in Balmuria, as well as the aesthetic changes that streamline the process of traveling through portals for people.

Re: Casting time, I don't really care. If you want to, go for it. I just wanted to keep the write up as simple as possible.

Re: Duskblades, I have no idea since Teleport Circle is a regular SRD spell and canonically there are no epic duskblade spells (which it would be for them). The do get various teleportation spells, but those are mostly tactical. Up to you?
<Steph> I might have made a terrible mistake

Anastasia

Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Ebiris

Quote from: Anastasia on June 24, 2018, 12:56:48 PM
One of my own, picking at Jarem custom spells. Feedback welcome.

Red Knight's Skill
Evocation
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls and weapon damage rolls equal to your caster level divided by 5 (minimum 1, maximum of +5). Each round, the first attack of opportunity you trigger is negated, allowing no attack of opportunity. Finally, you cannot be flanked except by opponents with an Intelligence score 4 or more points higher than yours.

(Design note: The Intelligence part is iffy and also meant to be a flavor thing, based on how the Red Knight values it.)

I feel it's remiss not to point out after the discussion on Seira's spells that this is kinda of a mish-mash that does a bunch of stuff in a kinda weird fashion. An attack bonus but also no flanking except for one weird scenario, and also negates incoming attacks under certain circumstances (that being if they're AoOs). It's clunky and I don't like it.

Corwin

Quote from: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.

Am I correct in saying this is a better version of Ghost Touch Weapon? Since it also bypasses DR, in addition to hitting every ghost, and applies to all weapons instead of one?
<Steph> I might have made a terrible mistake

Yuthirin

Quote from: Anastasia on June 24, 2018, 12:51:09 PM
Quote from: Yuthirin on June 24, 2018, 02:35:24 AM
Astral Ingress
Psychoportation
Level: Psion/wilder 8
Display: Visual
Manifesting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: Willing creature touched, or up to eight willing creatures joining hands
Duration: Instantaneous or concentration (up to 1 round/level)
Power Points: 15

This power creates an interdimensional connection between your current plane of existence and a plane you specify, allowing travel between those two planes in either direction. The ingress itself is a circular hoop or disk from 5 to 20 feet in diameter (manifestor's choice), oriented in the direction you desire when it comes into existence (typically vertical and facing you). It is a two-dimensional window looking into the plane you specified when manifesting the power, and anyone or anything that moves through is shunted instantly to the other side.

Augment
If you spend an additional 4 power points, the duration of this power becomes minutes/level.

So this is basically a psionic gate spell? I don't have any real problem with it, just bump it up to nine to match gate, since psionics don't progress the teleport powers it copies any earlier than magic gets them.

(Side note: Why is psionic teleport and psionic teleport circle nomad only, but psionic greater teleport is psion/wilder? Weird.)
It lacks the calling feature that makes Gate so impressive. I honestly feel like 8 is too high. It's really only a precise plane shift.
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Yuthirin

Quote from: Corwin on June 24, 2018, 02:04:09 PM
Quote from: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.

Am I correct in saying this is a better version of Ghost Touch Weapon? Since it also bypasses DR, in addition to hitting every ghost, and applies to all weapons instead of one?
Yes.
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Yuthirin

Quote from: Anastasia on June 24, 2018, 01:46:54 PM
Quote from: Yuthirin on June 24, 2018, 01:24:57 PM
Quote from: Anastasia on June 24, 2018, 12:27:42 PM
Quote from: Yuthirin on June 24, 2018, 01:47:49 AM
Echoing Implosion
Psychokinesis
Level: Psion/wilder 10, Kineticist 10
Display: Auditory and material
Mainfesting time: 1 standard round
Range: Medium :100 ft. + 10 ft./level)
Area: One explosion in a 20 ft. radius.
Duration: Instantaneous.
Saving Throw: Reflex half; see text
Power Resistance: No
Power Points: 19

Upon manifesting this power, you choose cold, electricity, fire, or sonic. You create a single implosion, pulling said energy out of the surrounding area toward the power's epicenter. This implosion deals 10d10 damage to every creature and object in the specified area. The implosion creates a strong inward pressure, pulling loose objects and even creatures into the epicenter from up to 40 ft. away from the epicenter. Any creature or object that fails a reflex save to grab onto something to anchor it is pulled into the center of the implosion.

Augment
For every 4 additional power points you spend, the implosion occurs again. Any creature or object that has failed its Reflex save or was caught at the epicenter is expelled violently from the epicenter in a random direction, only to be immediately pulled back inside. The violent motion causes any creatures to become nauseated. Additionally, the power's DC increases by 1 for every echo caused.

Okay, first of all power point expenditure. Powers seem to use PP generation equal the minimum caster level for a full caster. For example, a level 1 power costs one power point. A level 3 power costs 5 power points and so on and so forth. That's the structure I used for epic psionics (with the understanding that non full casters like psychic warriors buck this a bit, but they're a bit weird in that system as written already). So the base power points used should be 21. (24th for an 11th level power, 27 for a 12th level power and so on and so forth.)

Do secondary implosions allow additional Reflex saves?

Seems fine in general, though.
1. Power levels 1-9 progress at 2 additional PP per level. Why do your epic powers switch to 3? And why the jump? 9th level powers cost 17 per the SRD. If 10th level costs 21, that's a 4 PP jump. Both of those instances ignore the progression you're claiming to follow.

2. No.

Epic spells go to 21+3 to get a new spell level. 11th level spells at level 24, 12th level at 27 and so on. It matches those.

The minimum caster level for a 9th level power is 17. 17th level is when a psion can get 9th level powers, 17 is the points he can spend on it (barring bonuses, tricks ect). The jump is because 10th level powers aren't gained until level 21. Therefore 21 follows the progression, understanding that there's a gap there due to the way 9th level is the maximum spell level and there's no 10th level magic at 19th level, which would fit the previous pattern.
I see.
What if they're not stars at all? What if the night sky is full of titanic far-off lidless eyes, staring in all directions across eternity?

Anastasia

Quote from: Corwin on June 24, 2018, 01:48:08 PM
Quote from: Anastasia on June 24, 2018, 12:13:02 PM
Okay, questions.

1. Is this meant to be permanency-able like teleportation circle is? Normally I wouldn't mention it, but this spell is fiddly enough that I want to make sure we're on the same page.

2. Expensive in cost but that works well since this is meant for longer lasting/permanent teleportation networks rather than temporary gates. This is the sort of thing that exists in setting already, though I've never written and posted it. You're not treading new ground, that's not a problem for you?

That aside, I'd suggest changing the casting time to 10 minutes per destination. This is completely a non-combat spell and it's essentially a flavor issue here, and I think that would reflect it better.

Do epic duskblades get teleport circle?

1. Of course! It explicitly says it's like Teleportation Circle in all aspects except the ones written out. Also, aside from the cosmetic change of shifting the surfaces to be like with Gate instead of the floor tiles of Teleportation Circle, it's really no different than multiple castings of Teleportation Circle. The price reflects that.

2. Like I noted in 1, the price is exactly the same as if I were doing it with multiple Teleportation Circles. I just like the ease of having a new spell do it all instead of laboring over with multiple individual spells per location, and struggling with logistics. It hopefully shows the advances I've made in magic since my efforts in Balmuria, as well as the aesthetic changes that streamline the process of traveling through portals for people.

Re: Casting time, I don't really care. If you want to, go for it. I just wanted to keep the write up as simple as possible.

Re: Duskblades, I have no idea since Teleport Circle is a regular SRD spell and canonically there are no epic duskblade spells (which it would be for them). The do get various teleportation spells, but those are mostly tactical. Up to you?

Okay, it looks fine basically. I wouldn't give it to duskblades personally, but whatever, it's basically fine.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Ebiris on June 24, 2018, 01:58:38 PM
Quote from: Anastasia on June 24, 2018, 12:56:48 PM
One of my own, picking at Jarem custom spells. Feedback welcome.

Red Knight's Skill
Evocation
Level: Clr 7
Components: V, S, DF
Casting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 min/level

When you call on this blessing, the martial knowledge of the Red Knight grants you great combat ability. You are proficient with all weapons and armor, including exotic weapons and armor. You gain a competence bonus to attack rolls and weapon damage rolls equal to your caster level divided by 5 (minimum 1, maximum of +5). Each round, the first attack of opportunity you trigger is negated, allowing no attack of opportunity. Finally, you cannot be flanked except by opponents with an Intelligence score 4 or more points higher than yours.

(Design note: The Intelligence part is iffy and also meant to be a flavor thing, based on how the Red Knight values it.)

I feel it's remiss not to point out after the discussion on Seira's spells that this is kinda of a mish-mash that does a bunch of stuff in a kinda weird fashion. An attack bonus but also no flanking except for one weird scenario, and also negates incoming attacks under certain circumstances (that being if they're AoOs). It's clunky and I don't like it.

No, that's a fair beef. I was picking at this one awhile, not really coming with anything good. Wanted to see what y'all said about it.
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Anastasia

Quote from: Corwin on June 24, 2018, 02:04:09 PM
Quote from: Anastasia on June 24, 2018, 01:51:39 PM
Quote from: Yuthirin on June 24, 2018, 01:32:05 PM
Quote from: Anastasia on June 24, 2018, 12:43:21 PM
Quote from: Yuthirin on June 24, 2018, 02:03:45 AM
Force of Will
Psychokinesis
Level: Psychic warrior 6
Display: Visual
Manifesting Time: 1 standard action
Range: Personal
Target: You
Duration: 1 round/level
Power Points: 11

All physical attacks made by you are treated as force effects for the duration of this power.

Augment
For every additional power point you spend, this power's duration increases by 2 rounds.

Okay, lemme run through this with you real quick. Do you mean they merely count as force for the sake of hitting things? Do you mean all melee damage - incidentally I'd tighten up the language there, physical attacks isn't the best way to express that - you deal is force damage instead of whatever type of damage it would be? Something else?

Lemme know where you're going with this before I say more.
I mean that every attack made by the PW is a force attack, with all the benefits contained therein. No additional damage is done. It might be too high level.

Incidentally, if you didn't want a clinical and completely-bereft-of-any-flavor-at-all-bullshit-nonsense writeup, it would have included the following flavor block that would have helped explain things:

With a flash, your weapons are encased in glowing blue fields of force, razor-sharp and ready to slice through your enemies.

Okay then. Yeah, it is overlevelled, drop it to...3? 2 or 3 is where that should be, probably 3.

Am I correct in saying this is a better version of Ghost Touch Weapon? Since it also bypasses DR, in addition to hitting every ghost, and applies to all weapons instead of one?

Fair point on ghost touch. Do you mean for it to turn the damage into force damage, not just have it count as a force effect, and therefore largely bypass damage reduction, Yuth?
<Afina> Imagine a tiny pixie boot stamping on a devil's face.
<Afina> Forever.

<Yuthirin> Afina, giant parasitic rainbow space whale.
<IronDragoon> I mean, why not?

Nephrite

This may be a spell that warrants a lesser, normal, and greater version, I don't know. It also may be too strong -- I'm really bad at gauging that sort of thing. Also maybe it needs an SR check too? Should Druids be able to cast it too? They do get the dispel-line of spells...


Overloaded Magic
Level: Brd 7, Clr 9, Magic 9, Sor/Wiz 9
Components: V, S, DF
Casting Time: 1 standard action
Range: Close (25 ft. + 5 ft./2 levels)
Effect: Ray
Duration: Instantaneous
Saving Throw: None
Spell Resistance: No

A bright white beam flies from your finger. The creature suddenly finds themselves damaged -- not protected -- by the magic they've wrapped themselves in.

This ray overloads the magic currently affected one creature. You must succeed on a ranged touch attack to affect the target. For every spell or spell-like ability active, the creature takes 1d10 points of damage. This spell does not dispel or suppress these effects.

Corwin

We can forego the duskblades in this incarnation and see whether the Donald spellcrafting scene leads there.
<Steph> I might have made a terrible mistake