| Post/Author/DateTime | Post |
|---|---|
| Amnarii02-19-06, 01:42 AM | Okay, say you take a prismatic wall or sphere, and convert it into armor (ala mage armor). What level would that spell be? How much would you dull it down to make it a low level (say, 2nd or 3rd) spell? Thanks! |
| cwslyclgh02-19-06, 01:55 AM | I created a spell called Prismatic Aura, which did something similar (it provided concealment against opponents, and if they hit you they were effected as if by a prismatic spray, it was 7th level and only lasted 1 round per level. I have no suggestions on how to make it lower level and last longer (as mage armor lasts 1 hour per level). |
| green_yawgmoth02-19-06, 01:59 AM | I don't even know how a spell like that would work, really. Would it only affect creatures that hit you with natural/nonreach weapons? If so, I'd make it maybe 3rd/4th level, if it didn't grant an armor bonus and you only got hit by one random color. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| Amnarii02-19-06, 02:14 AM | Okay, I felt guilty after that last post; being lazy and not even trying to come up with my own version. So I'm making this up as I type it, and it may be horribly done... but here's my try. I think with the limits to the prismatic wall effects, it can be level 4 (the same as stoneskin, higher than mage armor)... Prismatic Armor Abjuration Level: Sor/Wiz 4 Components: V, S, M, F Casting Time: 1 round Range: Touch Target: Creature touched Duration: 1 hour / level; see text Saving Throw: Will negates (harmless) Spell Resistance: Yes (harmless) This spell brings into being a translucent force effect in the shape of a full suit of chain mail, which shimmers through the entire visible spectrum of color. Unlike mundane armor, prismatic armor entails no armor check penalty, arcane spell failure chance, or speed reduction. Since prismatic armor is made of force, incorporeal creatures can’t bypass it the way they do normal armor. The armor has 8 impossibly thing layers, each layer a different color. From innermost to outermost, the colors go; white, violet, indigo, blue, green, yellow, orange, red. See the list below for the protection provided by each layer. Red: DR 2/ Fire, stops nonmagical ranged weapons Orange: DR 4/ Acid, stops magical ranged weapons Yellow: DR 8/ electricity, stops poisons, gases, and petrification Green: immunity to poison, stops breath weapons Blue: immunity to petrification, stops divination and mental attacks Indigo: immunity to confusion/insanity, stops all spells Violet: immunity to banishment/teleportation, stops all objects and effects White: armor bonus to AC (4 + 1 / 3 levels, max +8) Note that many of the effects are redundant. This is because as the armor prevents damage to the wearer, the various colored layers (starting with the outermost, red, and moving to the innermost, violet) shimmer and fade. Upon preventing 10 points of damage or 10 separate attacks (whichever comes first), each layer fades. The exception to this is the white layer, which remains for the entire duration of the spell. For example, a 7th level wizard casts this spell and for up to 7 hours has the benefit of all 8 forms of protection. First all damage hits the red layer, reducing any damage (except fire based damage) by 2 points, and simply stopping all non-magical ranged weapon attacks. Any damage that passes this is then reduced by 4 points (except acid based damage), and all magical ranged weapon attacks are simply stopped. If there is still damage left in the attack, it is reduced by an additional 8 points (except electricity damage); and any gases, poisons, or petrification effects are blocked. If anything remains still, the next layer negates any poisons or breath weapons. If there is still something to go through, the next layer negates petrification, and mental attacks (and as long as it remains, blocks all divinations). The next layer will stop all spells, and prevents confusion or insanity. Finally, all objects and effects are blocked, and the subject is immune to teleportation or banishment. This blocks pretty much every possible damaging effect; so the first 10 attacks are completely blocked. At that point, the outermost layer (red) dissolves. The process listed above repeats, except without the DR 2/ fire or protection from non-magical missiles. 10 more attacks (or 10 points of damage) will be blocked; at which point the orange disappears, and so on. Once the outer 7 layers are gone, the subject is left with a translucent field of force similar to mage armor, but with a slightly higher armor bonus (maximum +8). Material Component: diamond, emerald, sapphire, and ruby dusts worth a total of 250 gp. Focus: A prism. |
| Amnarii02-19-06, 02:15 AM | wow, two replies while I was typing - fast responses!I like the sound of Prismatic Aura; could you post it, or give me a link to it if it is already posted? What do you think of my attempt? Is it horrible? I had no idea how to approach it, just thought I should give it a try. |
| green_yawgmoth02-19-06, 03:11 AM | Broken. For one thing, DR is not bypassed by an energy type, it's always by a material, alignment, damage type (slash/pierce/bludgeon) or some combination thereof. The immunities alone would make it a 5th level spell, possibly higher. Here's what my take on your spell would be; one with all the side benefits, one without: Prismatic Armor Abjuration Level: Sor/Wiz 4 Components: V, S, F Casting Time: 1 round Range: Touch Target: Creature touched Duration: 1 hour/level Saving Throw: See text Spell Resistance: Yes The creature touched is coated in an armor of force that shimmers with the colors of the rainbow. he gains a +4 armor bonus to AC, and any creature attacking the recipient of the spell with natural weapons or with weapons that do not have reach is struck as by a prismatic spray. Focus: a prism. Prismatic Armor Abjuration Level: Sor/Wiz 6 Components: V, S, M Casting Time: 1 round Range: Touch Target: Creature touched Duration: 1 minute/level Saving Throw: See text Spell Resistance: Yes The touched creature is coated with an armor of force, granting a +(1+1/3 CL) bonus to AC, max +8 (for example, a 12th level sorcerer would gain a +5 armor bonus). In addition, the armor provides fire resistance 5, acid resist 10, electricity resistance 15, a +4 bonus against saves vs. poison, petrification, mind-affecting effects, and banishment/teleportation spells. In addition, any creature attacking the recipient of the spell with natural weapons or with weapons that do not have reach is struck as by a prismatic spray. Material component: gemstone powder made up of 7 different colored gemstones, worth at least 250gp. http://img.photobucket.com/albums/v91/yawgmoth/kittyjig.gif |
| cwslyclgh02-19-06, 03:40 AM | Here is my Prismatic Aura spell. Prismatic Aura Abjuration Level: Sor/Wiz 7 Components: V,S Casting Time: 1 standard action Range: Personal Target: you Duration: 1 round/level The prismatic aura spell provides the spell caster with a potent defense against physical attacks. When the spell is cast an aura of ever-changing, swirling colors surrounds the caster (to a distance of about 3 inches). Any attacks directed at the caster will have to pass through the aura to hit, this gives the caster concealment for the duration of the spell (as if under the effects of a blur spell). In addition physical melee attacks against the caster put the attacker in grave danger, each of the ever-changing, swirling colors has a special property associated with it, and creatures physically attacking the caster in melee will be affected by the property of the color that is predominant when they make their attack. To determine which color is predominant during any given attack (and the effects on the attacker roll 1d8 and consult the table below). 1d8 Predominant Color Effect 1 Red 20 points fire damage (Reflex half) 2 Orange 40 points acid damage (Reflex half) 3 Yellow 80 points electricity damage (Reflex half) 4 Green Poison (Kills; Fortitude partial, take 1d6 points of Con damage instead) 5 Blue Turned to stone (Fortitude negates) 6 Indigo Insane, as insanity spell (Will negates) 7 Violet Sent to another plane (Will negates) 8 Two colors equally predominant; roll twice more, ignoring any “8” results. |