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Post by Wizard on Jul 12, 2004 18:58:59 GMT -5
Wizard's Imprisonment Abjuration Level: Sor/Wiz 5 Components: V, S, F Casting Time: 10 minutes Range: Touch Target: One creature Duration: 1 day/lvl. Saving Throw: None Spell Resistance: Yes
When cast, this spell prevents the target from casting arcane spells and using arcane spell-like abilities (as a class ability or racial ability) above 1st level. The ability to use scrolls or spell trigger items is not affected. In addition, the caster may also prevent the target from casting two 1st-level spells of his choice.
The target of this spell may attempt to cast a spell---however, doing so deals him or her 1d6 nonlethal damage. The target makes a caster level check against DC 16+caster level of the one who cast wizard's imprisonment. If he succeeds, he successfully casts the spell, and receives a +2 bonus to his caster level check on all future attempts (against this specific casting of the spell). Further successful castings merit a +4, +6, +8, etc. bonus.
If the target travels more than a mile from the spot at which he or she was "imprisoned," the spell ends.
Foci: A knife and a piece of glass.
Comments? Questions?
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Post by TheUdjat on Jul 12, 2004 19:16:05 GMT -5
Why DC 16+Caster level? Standard system would usually suggest the caster's typical DC for that level of spell, would it not? It seems a bit high - Though, on the other hand, with a DC as standard as that (and worded in that way), a caster can't boost its DC with Spell Focus and other stuff.
I think it should work like enforced Spell Resistence, requiring a penetration check. Only with subdual damage (perhaps that could be tweaked? Make it like 1d4 subdual per level of spell being cast, but with a Fort save to negate some of the damage.
Just my thoughts. I'd like to see how you calculated/decided on the 16+caster level DC, though. Not condemning it outright, I should say.
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Post by Wizard on Jul 13, 2004 9:12:57 GMT -5
The 16+CL DC is the standard spell resistance DC...with a +5 bonus to the "imprisoner." Just as it's easier to tie someone up than it is to escape (check the Use Rope skill for another example of opposed rolls in which one party automatically gets a bonus), it's easier to cast this spell than to free oneself from it.
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Post by TheUdjat on Jul 13, 2004 11:09:49 GMT -5
Maybe instead a specific +5 bonus for just the first round casting the spell? It just seems pretty harsh to null casting with such a difficult DC and make it a roll that has to be made over the course of several rounds. (actually, with a duration of 1 day/level... That's a looong time). It'd be much more reasonable to lower the DC if it lasts even beyond a character overcoming the 'imprisonment', I think.
You mentioned ropes - So the imprisoner gets a bonus. But once you break out of your bonds, you've broken out of yours bonds - No need to do it against unless the rope is applied again. Whereas spell resistance, which lasts, carries no such bonus.
I think having the make a roll like that all the time is going to be enough of a penalty - If not, a bonus applying only to the first round should be adequate. I mean, this spell will take a mage almost completely out of the picture.
EDIT: Although, on the other hand, it as casting time of 10 minutes. So maybe it's not so bad. I managed ot miss that part, which was why I saw this as so devastating... I'll have to reassess, but it makes more sense now, as you'd need to beat a mage into submission for a solid ten minutes to get off the spell.
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Post by Japic on Jul 13, 2004 11:30:49 GMT -5
And don't forget that the imprisoned mage can just leave the 'containment area'. If the wiz can travel for one mile (not too difficult usually) then he's freed. It could have negative consequences if it were some major battle and he was helpless though.
Hrm, reading through that again the area of effect is the person touched. But the effect is broken if you leave the mile. I find this confusing. Is it an area spell? or is it a personal spell that follows you? I don't think you can have both.
Oh hell, I'm no good at assessing these things, I just use the rules that thers make for me. That's my two or three bits.
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Xariach
Veteran of the War
Posts: 435
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Post by Xariach on Jul 13, 2004 20:22:24 GMT -5
A very nice spell, it has its definite uses yet it is not overpowered, very nice indeed !
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Post by sonnetinkinston on Jul 16, 2004 9:40:36 GMT -5
Is this the spell you're under keeping you away from your computer? JK. Awesome idea, as usual. ;D
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Post by VemuKhaham on Jul 16, 2004 9:48:05 GMT -5
those were indeed my thoughts too; such a well worked out spell must have been inspired by something. I especially like the focus against wizards; makes me think of wizard hunters and inquisitors etc; they can't miss such a spell in the right campaign
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Post by Wizard on Jul 16, 2004 10:37:01 GMT -5
I hadn't realized the irony of the spell's name, actually. Pretty funny. ;D
I suppose I ought to explain the spell a bit better. First, it is devastating to be under if you're a straight arcane caster. This would likely be a 9th-level spell if it had a ray and a casting time of one standard action.
But it doesn't.
I think the biggest mitigating factor is the 10-minute casting time. That's part of the reason I forewent (is that a word?) the save; it seemed a bit ridiculous to have taken a guy down so completely that you can touch him for 10 minutes straight, and then have the spell fail because he resisted it. If he's down, he's down.
I intended this spell specifically for, well, imprisoning wizards. I've tried to make it abuse-free, but I also tried to keep it effective. I gave it a long duration because it seemed silly to have something of this magnitude end while the imprisoner goes to sleep, but I'm considering changing it to 1 day/2 levels---that's 4 days minimum, which certainly seems reasonable.
The reason I made the progressive breakout (the mods to the caster level check) was because I didn't want one fluke of the dice to end the spell.
BUT.
I just had an idea. I'll alert the "imprisoner" every time the "prisoner" attempts to cast a spell. That probably merits making the spell 6th-level, though.
Oh, yeah...the reason I made spell only effective within a mile of where the spell was originally cast was because it also seemed silly for someone to escape their area of imprisonment, and still be screwed. Perhaps it would be a better spell without the caveat, but it better fits the feel for which I was searching.
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