New Spells for Shadow Mage

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- implementing the suggestion is impractical, or too much work for the gain
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Keep your suggestions broad and focused on RP benefits, please, not detailed suggestions of how to tweak X class.

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Apokriphos
Posts: 155
Joined: Tue Jul 30, 2019 4:14 pm

New Spells for Shadow Mage

Post by Apokriphos » Thu Oct 10, 2019 9:56 pm

As it stands, the Shadow Mage loses access to all evocation spells to get a +2 dc on save checks. Additionally, shadowdancer levels do not add to dispel check resistance, although I believe this is a bug.

Considering that the majority of wizard spells are evocation (listed below), missing no other spell school is nearly as punishing.

Level 0
Electric jolt
Flare
Light
Level 1
Horizikaul's boom
Ice dagger
Magic missile
Shelgarn's persistent blade
Level 2
Cloud of bewilderment
Combust
Darkness
Flame weapon
Gedlee's electric loop
Level 3
Fireball
Gust of wind
Lightning bolt
Scintillating sphere
Level 4
Elemental shield
Ice storm
Isaac's lesser missile storm
Wall of fire
Level 5
Ball lightning
Bigby's interposing hand
Cone of cold
Firebrand
Level 6
Bigby's forceful hand
Chain lightning
Isaac's greater missile storm
Level 7
Bigby's grasping hand
Delayed blast fireball
Great thunderclap
Prismatic spray
Level 8
Bigby's clenched fist
Incendiary cloud
Sunburst
Level 9
Bigby's crushing hand
Meteor swarm

Without access to all of these spells, the result is choosing to be a depowered mage.


My suggestion is that new spells to be created that are limited only to the mages of the Shadow Weave - or - that shadow weave users get a higher DC check when casting them.
Some suggestions:


Creeping Darkness
Level: Sorcerer 3, Wizard 3
Components: V, S, M, illusion
Casting time: 1 standard action
Range: 300 feet
Duration: Concentration, turn/level

You create an amorphous cloud of inky darkness that fills a 10-foot cube. When you cast this spell and as a bonus action each round, you can keep the cloud centered on your character. It can also be directed at a place of your choosing. The cloud can enter a hostile creature's space and stop there, and it can move through a space as narrow as 1 inch wide without squeezing. A hostile creature that starts its turn in the cloud or moves into the cloud for the first time on its turn must succeed on a Constitution saving throw or be blinded and deafened until it leaves the cloud.
Material Component: a whisker from a black cat and a tiny bottle of smoke

Wall of Gloom
(Complete Arcane)

Illusion (Shadow) [Darkness, Fear, Mind-Affecting]
Level: Sorcerer 2, Wizard 2
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Effect: Semiopaque sheet of darkness up to 40 ft. long, or a ring of darkness with a radius of up to 15 ft.; either form 20 ft. high
Duration: Concentration + 1 round/level
Saving Throw: Will negates; see text
Spell Resistance: Yes

You create a barrier of ominous shadow that obscures vision and deters passage.
Creatures in squares adjacent to the wall have concealment against attacks from the other side, while creatures more than 1 square away have total concealment. Although the wall is not substantial, a creature must succeed on a Will save or be halted at its edge, ending its move action (though a creatures can move away from the wall or attempt to move through again if it has a second move action available).

A creature can attempt to pass the wall any number of times, but each previous failure imposes a cumulative -1 penalty on its Will save.
Wall of gloom counters or dispels any light spell of equal or lower level.
Material Component: A bit of fleece from a black sheep.


Dead End
(Spell Compendium, p. 59)

Illusion (Shadow)
Level: Assassin 1, Bard 1, Sorcerer 1, Wizard 1,
Components: V, S, M,
Casting Time: 1 standard action
Range: Touch
Target: One creature/level touched
Duration: 10 minutes/level (D)
Saving Throw: Will negates (harmless) or Will disbelief (if interacted with); see text
Spell Resistance: Yes

Sprinkling spice on the ground, you complete the final step of the spell. Upon touching your intended targets, you note with satisfaction that the area around all of you seems a little cleaner and less tread upon.

This spell flawlessly disguises the spoor left by the subjects, concealing their tracks, scent, and other signs of their passage with an illusion that defeats even the senses of taste and touch. Any creature making a Search check, using the scent ability, or using the Survival skill to track a creature affected by this spell interacts with the illusion and can make a will save to disbelieve. Creatures that succeed on the save can detect the subjects normally. Creatures merely passing through an area the subjects passed through do not count as interacting with the illusion.
Targets of this spell can make a Will save to negate it, and spell resistance applies.
Material Component: A pinch of some odoriferous spice.


Choking Shadows
Spell Compendium
Enchantment (Shadow) [Darkness]
Level: Sorcerer 7, Wizard 7
Components: V, S, M,
Casting Time: 1 standard action
Range: Large (200 ft. + 20 ft./level)
Duration: Concentration, round/level

A creature of your choice that you can see within range has its shadow appear to come alive, reaching out to grab at its makers throat, pulling it to the ground and strangling it. The target must succeed on a Reflex saving throw or fall prone, becoming incapacitated and unable to stand up for the duration. A creature with an Intelligence score of 4 or less is not affected. At the end of each of its turns, and each time it takes damage, the target can make another Reflex saving throw. On a success, the spell ends.
Material Component: A fingernail from the dead.


Shadow Well
(Magic of Faerun)

Illusion (Shadow)
Level: Sorcerer 9, Wizard 9,
Components: V, S,
Casting Time: 1 action
Range: Close (25 ft. + 5 ft./2 levels)
Target: One creature
Duration: 1 round/level
Saving Throw: Will negates
Spell Resistance: Yes

You cause the target's shadow to become a temporary gateway to a pocket realm within the Plane of Shadow. The target must make a Will save or be pulled into the gateway; inside the pocket realm he sees a deserted, gloomy duplicate of the real world, while shadowy phantasms stalk and taunt him without causing actual harm. When the duration ends, the victim returns to the real world and suffers a secondary fear effect. The victim is frightened for 1d4 rounds and must flee. On leaving the pocket realm, the subject reappears in the spot it had been in when the shadow well spell was cast. If this spot is filled with a solid object, the subject appears nearby. Spells and abilities that move a creature within a plane, such as teleport and dimension door, do not help a creature escape a shadow well spell, although a plane shift spell allows it to exit to whatever plane is designated in that spell as normal (but the target is still frightened upon leaving).


Shadowy Grappler
(Spell Compendium, p. 186)

Illusion (Shadow)
Level: Sorcerer 6, Wizard 6,
Components: V, S, M,
Casting Time: 1 standard action
Range: Medium (100 ft. + 10 ft./level)
Target: One creature
Duration: 1 round/level (D)
Saving Throw: Will partial; see text
Spell Resistance: Yes

You feel a spectral force form near you, as if some intangible shadow being stood nearby. Upon choosing the target of your spell, you sense the shadowy force depart from your side, moving as fast as thought toward the creature you designated as your target. You see the target creature move as if attacked by an unseen foe.

Upon casting this spell, you create a shadowy force that automatically grabs the target (PH 156). The shadowy force immediately attempts to establish a hold on the target with a grapple check bonus equal to the DC of this spell. If the target succeeds on its saving throw, the grapple check bonus of the shadowy grappler is cut in half. For example, a sorcerer with a 16 Charisma who casts this spell creates a shadowy grappler with a grapple check bonus of +19 if the target fails its save and +9 if the target makes its save.

Every round on your turn, the shadowy grappler makes a grapple check against the target. Once it has a hold, the shadowy force attempts to pin the target on the following round. If the grappler establishes a pin, it uses the option to prevent the target from speaking. The grappler always attempts to maintain a grapple or work toward a pin.

A shadowy grappler occupies the same square as the target and moves with the target for as long as the spell lasts. Other creatures cannot join the grapple, either to assist the target or the grappler.

Material Component: A dried squid tentacle.

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Irongron
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Re: New Spells for Shadow Mage

Post by Irongron » Mon Dec 16, 2019 7:53 pm

I really like the addition of new spells, but this is Action Replay's area. Let's see what he has to say about your suggestions!

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