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Spell NameOld DescriptionNew DescriptionFunctional ChangesNotes
Invisibility Sphere

Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster, 15ft Radius
Duration: 1 Turn / Level
Additional Counter Spells: Invisibility Purge
Save: Harmless
Spell Resistance: No

The caster brings into being a zone of invisibility that travels with him for the duration of the spell. All allies within the spell's area of effect are rendered invisible, but not to each other. Those that leave the sphere are visible once more.

Caster Level(s): Bard 3, Wizard / Sorcerer 3
Innate Level: 3
School: Illusion
Descriptor(s):
Component(s): Verbal, Somatic
Range: Personal
Area of Effect / Target: Caster, 15ft Radius
Duration: 1 Turn / Level
Additional Counter Spells: Invisibility Purge
Save: Harmless
Spell Resistance: No

The caster brings into being a zone of invisibility that instantly makes every creature within range are rendered invisible, including to each other. Those that leave the sphere are visible once more and new creatures entering the area do not become invisible. Doing a hostile action removes the invisibility but only for that creature.

Entering it later won't apply more invisibility. Not that it was hugely abusable but it was messy. Essentially AOE on Enter script only works for the first 6 seconds or something.

https://www.dandwiki.com/wiki/3e_SRD:Invisibility_Sphere

Timestop

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: 9 seconds
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster is able to defy the sands of time, casting spells, moving about, and attacking normally while the rest of the world appears suspended, as if in stasis.

Caster Level(s): Wizard / Sorcerer 9
Innate Level: 9
School: Transmutation
Descriptor(s):
Component(s): Verbal
Range: Personal
Area of Effect / Target: Caster
Duration: Instant
Additional Counter Spells:
Save: None
Spell Resistance: No

The caster is able to defy the sands of time and is able to cast 5 defensive spells instantly they currently have memorised. If a spell of a particular type (such as Stoneskin) it will not be cast again. The order of defences are as determined by the caster, but if no preferences are set it will automatically try and do these spells:

  • Epic defensive spells
  • Haste spells
  • Spell Mantle spells
  • Stoneskin spells
  • Endure Element spells
  • Visage spells
  • Globe spells
  • Damage Shield spells
  • Invisibility spells
  • AC increasing spells
  • Save increasing spells

Note that no metamagic such as Extend will be applied to these spells.

If you do not have 4 spells to cast from your casting classes spell list, items such as potions and other scrolls may be used instead, being cast at the caster level you are when casting this spell.

This is functionally a change to make it better MP compatible and less overpowered for "sneak attack bosses to death" as a rogue since the 3E version doesn't include attacking things.

Will however need to update the Breach spell line to properly take into account these changes since the spells now would appear to be SPELL_TIME_STOP instead of their usual ID. Maybe just remove time stop ones first since it should have separate effects.







Balance Changes

Some potential things here:

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