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    Pixie in the Playground
     
    ClericGuy

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    Default Spell- Triple Foul

    Triple Foul
    Necromancy
    Level: Sor/Wiz 5, Brd 5, Tac 4, Hex 4

    Components: V, S
    Casting Time: 1 round
    Range: Medium (100 ft + 10 ft/level)
    Target: One living creature
    Duration: 1 round/level
    Saving Throw: Fortitude partial
    Spell Resistance: Yes

    Effect: Casting this spell severely disrupts the physical senses and capabilities of its target. For the allotted duration, the target is blinded, deafened and silenced. A successful fortitude save allows only one of the effects to take, negating all three only on a natural 20.

    d6

    1-2 Blinded
    3-4 Deafened
    5-6 Silenced

    Total penalties from triple foul

    -2 AC
    Flat-footed
    1/2 speed
    -4 Search, most Str and Dex checks, and initiative
    Can't make vision-based, language-dependent, or hearing-based checks.
    Can't use any sonic abilities or any abilities that require speaking
    All the affected's attacks have 50% miss chance against them
    Can't cast spells with verbal components (silence overrides this part of the deaf effect)

    **I may change this so deafness is replaced by sleep. However, it would seem a little redundant, practically turning this spell into Greater Slumber (as Deep Slumber, but unlimited by HD).
    Last edited by CrazyMuffinMan; 2007-09-18 at 01:51 PM.

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    Lord Iames Osari's Avatar

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    Default Re: Spell- Triple Foul

    This seems a bit too powerful for a 4th-level spell. I'd put it at 5th, myself.

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    Pixie in the Playground
     
    ClericGuy

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    Default Re: Spell- Triple Foul

    Quote Originally Posted by Lord Iames Osari View Post
    This seems a bit too powerful for a 4th-level spell. I'd put it at 5th, myself.
    5th works. :)

    However, suppose I need to allow partial casters to use this. What do you think I would need to take out to make it 4th-capable and still be worthy of the spell's name? Would changing the save to "Fort negates" do the trick?
    Last edited by CrazyMuffinMan; 2007-09-16 at 04:10 PM.

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    Lord Iames Osari's Avatar

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    Default Re: Spell- Triple Foul

    Mmmm... for the partial casters, 4th is fine. But make it 5th for the full casters.

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    Pixie in the Playground
     
    ClericGuy

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    Default Re: Spell- Triple Foul

    Changes applied. Thanks Lord Iames Osari.
    Last edited by CrazyMuffinMan; 2007-09-16 at 04:35 PM.

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    Titan in the Playground
     
    BRC's Avatar

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    Default Re: Spell- Triple Foul

    I was hoping this would somehow involve summoing a chicken, a Duck, and a Turkey.

    Quote Originally Posted by Dsurion View Post
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    Lord Iames Osari's Avatar

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    Default Re: Spell- Triple Foul

    That would be Triple Fowl, not Triple Foul.

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    Barbarian in the Playground
     
    Edea's Avatar

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    Default Re: Spell- Triple Foul

    Opinions: the casting time should be a swift action, the target should be a piece of ammunition or a weapon capable of being thrown, and the description would indicate that someone should have to successfully strike a target with that ranged weapon in the same round in order for the spell to discharge. Actually, I guess it could target any weapon, but ranged ones would be preferable. Also, just make the target save separately versus each status effect; Fort negates for all three (that natural 20 part is a bit off).

    I'm surprised the three ailments inflicted aren't blindness, silence, and sleep.
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    Lord Iames Osari's Avatar

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    Default Re: Spell- Triple Foul

    Your range is a bit unusual as well. Most spells have a range of Personal, Touch, Close (25 ft. + 5 ft./2 levels), Medium (100 ft. + 10 ft./level), or Long (400 ft. + 40 ft./level). There's nothing that says that a spell has to have one of the standard ranges, but I just thought I'd throw this out there.

  10. - Top - End - #10
    Pixie in the Playground
     
    ClericGuy

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    Default Re: Spell- Triple Foul

    Quote Originally Posted by Edea View Post
    Opinions: the casting time should be a swift action, the target should be a piece of ammunition or a weapon capable of being thrown, and the description would indicate that someone should have to successfully strike a target with that ranged weapon in the same round in order for the spell to discharge. Actually, I guess it could target any weapon, but ranged ones would be preferable. Also, just make the target save separately versus each status effect; Fort negates for all three (that natural 20 part is a bit off).

    I'm surprised the three ailments inflicted aren't blindness, silence, and sleep.
    You'd be very happy to know that I have an entire -class- based on that, and it gets to use this spell in precisely this manner.

    In fact, Wakka was my inspiration for that class (and partially Nash).
    Last edited by CrazyMuffinMan; 2007-09-16 at 07:25 PM.

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